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Shadows of Doubt DevBlog #25: Closed Alpha Conclusions

Hello everybody! I hope everybody is enjoying their summer; we here on the Shadows team have almost finished collecting all the feedback and data gathered from our limited closed alpha at the time of writing. We've learned a lot and there's so much to talk about that I thought it was probably time for another dev blog update.


Me booting up the cruncher to write another dev blog entry.


Why a limited closed alpha?

Initially, we wanted to have a slightly more open alpha, but given the stage of development the game is at right now we didn't want to be overwhelmed with feedback. We thought a smaller amount of more in-depth feedback and a close look at how players were interacting with the game would be the most beneficial. We chose the relatively low number of 250 participants and the Go Testify service we worked with to get as much info as possible. For obvious reasons we haven't been able to demo the game at any game shows as of late, and I personally find them really helpful to look at how folks are interacting with the game: So I'm really happy that our closed alpha mimicked this type of feedback pretty closely.



The street scenes are good right now, but they will get even better with more props, bigger cities, and more unique locations.



So what did we learn? Some of you reading this may have played the alpha, but many may not have, so I'll give as much context as possible so this makes sense. I'll probably spend more text talking about what needs work rather than what we're getting right, so it might seem a little imbalanced but rest assured this alpha has really bolstered my confidence in where we're at and where to go (so it was easily worth it for that alone).

I'll start by addressing the most obvious thing and give it it's own paragraph; the game was very buggy. Ideally, I would have liked to get it into a better shape before pushing the big red button, but I fell into the classic game dev time management trap of thinking some things would take a shorter amount of time than they ultimately did. So thanks to everyone who played and put up with the bugs. We think we're aware of just about all of them now, so it will be a case of working through them during the rest of development.



More bugs than we'd like.


What did people like?

-It was very rewarding to see people spend time in and generally enjoy the world we've created. Each of us, perhaps above all, wanted to create somewhere that felt really atmospheric, and I think in that respect we're 100% on the right track, and we'll continue to create this weird dystopic world of Shadows.

-Minus some obvious bugs, the proc gen was working to create some interesting scenarios, and broadly speaking a world that players wanted to explore.

-The game often kept people playing past (sometimes way past) our planned 1-hour target.

-We're really pleased with some of the 'oh wow' moments players occasionally get, but I actually don't want to spoil any in the blog.



We're really pleased with the rain in the game, and you liked it too!


What do we need to work on?

-The user interface caused some problems: Some things just weren't quite intuitive or obvious enough and we'd really like to improve this so players can interact with the game properly. It's a super important thing to get right. The community has already provided some fantastic ideas, and we're now able to learn a lot by looking at the closed alpha screen recordings.

-The tutorial level still needs improvement and iteration: Too much information is being presented to the player at once, silly oversights on my part are causing confusion, and there aren't enough safe opportunities for players to experience stealth, sneaking or breaking and entering mechanics.

-The tutorial also lacks prompts towards the end, and there is definitely not enough end-of-case feedback. We want to revise the way cases are concluded including giving the players some clear objectives from the start about what they are aiming to achieve in the case. Note: This is different from 'hand-holding', which we don't really want to do more of.

-Features that are planned but just weren't ready in time for the alpha were causing some frustrations, especially key mapping along with some other control options.



What would be good to build upon or pivot more towards?

-It was wonderful to see how a lot of players liked to live and roleplay within the world. We're pretty keen to enable this, so we'd really like to give the everyday items in the game more meaning through carefully handled status effects (these will often be buffs or minor debuffs so as not to interfere too much with the investigative element of the investigative element the gameplay). We like the idea of something like grabbing a coffee if you're tired; it gives meaning to some of the world elements we've worked hard to bring to life. There are certain other gameplay aspects largely not talked about yet that I hope will also lend well to this. I'm actually super excited about this side of things because it lets me play around with the kind of smaller-scale detail that I get a kick out of.

-The city needs to be bigger and features more variations. In the alpha the city was small, largely due to the game being unoptimized. We're really keen to open up the world some more and give you more to explore; it's one of the first things on our list. A bigger city also naturally opens up the gameplay, so I'm super keen to get this rolling.

-People enjoyed the systemic gameplay, but in many places, the AI wasn't up to the task; it needs more iteration and a variety of reactions to create interesting scenarios. One example that came up quite a lot was their reaction to dead bodies- they kind of don't so much right now. We're keen to remedy that along with more varied reactions to violence and catching the player.



The locations are very limited in the alpha version, but we hope to expand these very soon.


So there we have it. Is something you fed back not on the above list? We're likely aware: I have plotted just about everything mentioned in a feedback tracker and the above are just the broad strokes. There are dozens of nuances and smaller things that I'm confident will get done or addressed in some way.

Lastly, I'd like to thank everyone who participated; your feedback is valuable and your ideas are appreciated. It's sometimes not so easy to dive into feedback on something you've been working on closely for years, but just about everything said was constructive and there was a hell of a lot of great and realistic ideas for improvement, so I've been really chuffed with that. I'd also like to thank those that didn't get a chance to play- we chose a random selection as we thought that would be fairest. Rest assured that when you play the game will be in a far superior state. Ears will be open throughout the rest of the development process.

Closed Alpha Sign-up!

Hello everyone, I’m very pleased and excited to announce we are launching a Closed Alpha for a lucky number of participants! The game is coming together now, but we’d really like some feedback on where we’re heading with the game, so we’ve come to you. If you’re interested in getting involved, keep reading…

The time has finally come for you to get your feet wet and investigate some sci-fi noir detective goodness yourselves. The Shadows of Doubt Closed Alpha has been announced and recruitment is happening RIGHT HERE, RIGHT NOW:

Closed Alpha Sign-Up - Discord



The test will run through the second half of May and we will be looking for your general feedback on the experience and how you are getting along. Suggestions, likes, dislikes and all the in between are welcome! Testers will have access to a special Discord channel to discuss their investigative findings and thoughts.

Here's a little taste of things to expect within your Alpha experience if chosen:
    Nearly an hour of Sci-Fi Noir, mystery filled story gameplay.
    A hand-crafted, robust neon city full of living, breathing citizens.
    Two polished and complete side missions to show the procedural aspect of the gameplay.
    Use your sleuthing skills as a detective by: monitoring security systems, hacking computers, lock-picking doors and much, much more.
    Utilise an arsenal of investigative technology and equipment will be at your disposal including codebreakers, fingerprint scanners and more.
We’re only able to provide a limited number of slots, 250 to be exact. Signing up below will enter you into a pool, and 250 players will be selected at random and given a steam key to playtest. We value everybody who’s interested in playing, but this way everybody can get a fair shot.

As this alpha is purely for gathering feedback, we’ll ask you not to share it online at this point. We’ll get to that point in the future, but for now, we’re just looking to shape the game into being the best it can be!

This is a very exciting and important step for Shadows of Doubt and we are really looking forward to hearing from you. Make sure to not miss this opportunity and get involved over at the Discord now:

[h3]Closed Alpha Sign-Up - Discord[/h3]

[h3]This is one case you don’t want to let go cold! 🔎
[/h3]

Shadows of Doubt DevBlog #24: Roadmap 2021

2021 is here! It’s that time where I look back on the previous year to see how badly I missed my targets! I’m going to avoid being too harsh though, the game is going well and we’ve achieved a lot this year: The game has been signed by Sold Out, Featured in the PC Gamer PC Gaming Show, and we’ve had Stark Holborn and Miles join the team as writer and voxel artist respectively.

Year In Review

Polish up the game with the goal of presenting it at Rezzed in London at the end of March. This means fixing bugs, adding a couple of smaller features and brining stuff that’s ‘half-way done’ up to ‘pretty much done’. Get some more content in there, hopefully, some new characters models and animations along with more environmental items and at least 1 new building to make the city more varied.


Well… EGX Rezzed didn’t happen, so there’s that. I did get a playable version ready for this, and RPS kindly made a nice video about it. In retrospect though, the game was still too early to show at this point. Sans COVID I would have taken it to Rezzed and probably would have been a little stressed by the number of technical issues. B+.

Hack computers to access CCTV records.

Flesh out the gameplay features. CCTV, hacking, tracing phone calls. Foundations of the skill systems and progression. Cool detective stuff that opens up the gameplay.


I did a good chunk of this, and I’m really pleased with the way the CCTV system is going. Nothing is ‘complete’ standard yet, and won’t for a while, but we’re getting there. The skill system is something new I’ve been working on since Xmas so I missed the target date here. B.

The fingerprint system and fingerprint reader is one of the most significant gameplay additions.

Quarter 3 2020

By this point, I should know if early access by the end of the year is feasible. If it is then it will be a case of adding content throughout this quarter until I feel we have something that’s worth your time and money.

If we are able to hit early access this year, the first build will likely feature the first story mission (already done but not polished), or 2 plus a nearly-complete sandbox experience. By that, I mean enough varied side missions and incentives to progress skills/items. There’s a couple of cool ideas that I’ve kept under wraps in terms of what the player can progress towards, but I’ll write about that another time instead of spoiling it here.


Quarter 4 2020

Gearing up for EA. Polishing, fixing bugs and adding minor content. Playtesting. IF we don’t hit EA this year, we should by this point at least have a pretty solid date in mind for when that’s achievable.

At Q3 and 4 we still weren’t ready for any kind of public playtest. I’m not quite as free as I once was to talk about this kind of thing due to now working with a publisher (I now have to coordinate with professionals!) All I’m going to say is: Stay tuned in 2021, I will be sharing news when things are ready. C+.


The diner is one of many new locations added this year.

What about the stuff we did get done though? There’s been a decent amount! The game is starting to look more and more together. We’ve added the first story chapter, weather system with rain, fingerprints, much improved AI, alarm systems and security turrets, in-game computer systems, big improvements in the simulation, first-person objects and huge numbers of props.



There is still significant ground to cover though. This is a big, ambitious game and although it feels great to now be fully confident in its scope and the boundaries of that, it’s a rough, complex beast that will take time to hone and perfect. So what do we want to get done this year?

2021 Goals

  • Citizen visual improvements with various builds, clothes, better detail and faces.
  • A range of to-be-revealed first-person gadgets to aid you in stealth and investigation.
  • Functioning skill system.
  • Revised side missions with more twists and turns.
  • All story chapters fully implemented.
  • Side missions fully implemented.
  • Continue with AI improvements.
  • Expanded world: More things to discover, explore and find.


We’re going all out on awesome-looking rain!

There’s actually a fair chunk more that I could add to this but I’m going to reveal that when the time comes. I’ve hope you’ve enjoyed following along this year, here’s to another great year of progress!

Shadows of Doubt DevBlog #23: Generating Citizens (Video Update)


Hi everybody, there's a fresh video update for you today! This is part one of two, and it's about how I'm going about creating the simulated citizens in Shadows of Doubt.

[previewyoutube][/previewyoutube]

This is the first part of a dive into the way I've chosen to generate a simulated citizen's personality within the game world. It's been a challenging process, and often for little immediate gain. However, as the game comes together more and more, I'm finally seeing the fruits of this prior hard work.

The real goal of all this is to create a world with procedural characters (and environments) that aren't just window dressing. I'm super excited about the potential of all this as we continue to flesh out the game. In the next video, I'll talk some more about the tools we're using to do this, and show how everything talked about in this video manifests within the game world.

Shadows of Doubt DevBlog #22: Doors Galore

Doors! What are they good for?! Breaking and entering!

Everybody knows doors are the bane of every game developer’s life, so I thought I’d write about how I’ve been handling them in Shadows. This post may contain what I would consider some mechanical spoilers; that is, a few cool things it may be fun to discover in the game without reading about them first. If that bothers you then it might be best to skip this one.

The reason doors are difficult to get right is that by default, their real-life movement can be fundamentally incompatible with slick feeling first-person movement. The prime culprit is which way they open; in real life double-swinging, doors are pretty rare outside of a western saloon. In games though, we always expect them to open away from the player, so we don’t suddenly have a big wad of box collider coming towards us. If you’ve ever played a game where the doors open towards a player then you may have noticed just how awkward that feels. It’s a pretty easy fix though, just make them always open away from the person that opened them.

On the technical side of things, the doors in Shadows also act as my ‘culling portals’. As the game is procedurally generated, I had to come up with my own system for handling culling. The game has a lot going on, and there’s no way we can render everything in the game at any one time. The solution to this is only to render what the player can see. To help with this, Shadows of doubt breaks everything down into rooms connected with doors (even the streets are behind the scenes treated the same as rooms). Doors act as the portal between them and allows the game to create trees or groups of rooms that should be visible to the player. To cut a very long, quite boring technical explanation short; doors in shadows help me narrow down what can be visible to the player at any one time. Useful!


The game isn’t rendering a whole lot behind closed doors.

After getting the basics right it was time to move onto the fun stuff. Film noir loves doors. It loves passing notes under them, listening through them, and even peeking through their dirty keyholes. I wanted this game to celebrate the door too. Here are some cool mechanics and design decisions that I’ve put in the game to help achieve that:

Opening and closing are pretty simple, but when trespassing your character will automatically do it much more quietly.

You can knock on most doors, and if someone is home they should answer. Unless they’re asleep of course, in which case if you keep knocking your character will automatically knock louder until you’re banging on the door!



A lot of doors can be locked. If you have the key, you can interact with the handle to lock or unlock it. If you don’t have the key, after trying the handle you’ll get the option to lock-pick it!

Before you do that though, it’s always worth checking around; there might be a hidden spare key under the welcome mat or in a nearby plant!



Lock-picking is fairly straightforward, you just need to focus on the handle to increase the progress bar. You can look away to check if anybody might see you (it’s classed as an illegal activity), but the progress bar won’t fill. Super cool idea to add in future; brass doorknobs featuring real-time reflections so you can see behind you while lock-picking!



Lock-picks will run out and this display shows you how many you are going to need. They are easily found, however; both paperclips and hair clips can be used as lock-picks and are easily stolen without anyone noticing.

You can peek under doors too! Luckily most doors in the world of Shadows of Doubt are poorly-fitted and have enough of a gap underneath for you to see through! Useful for seeing if someone is home. This actually started as me getting the scale of the actual door a little off, I then realised it would make a cool feature.

More importantly, though, the gap is big enough to pass notes under. What a useful trope!

Last but not least: Is a door in your way? Don’t like its flimsy poorly-measured craftmanship? If you sprint towards a door you’ll get the option to shoulder-barge it. It might take a few tries depending on its door strength, but it’s very cool and sometimes worth it. It may alert the neighbors though, and attract all kinds of unwanted attention!



That’s it! It’s amazing how much cool functionality you can build around something so ubiquitous. Got any more cool ideas I can put in? Give me a shout over on the Shadows of Doubt Discord Chanel. If you haven’t already, please wishlist us on Steam.