Even as someone who’s not typically a PC gamer, the very existence of Coda excites me. I got the privilege of chatting with Oliver Lewin, Graham Parkes, Will Hellwarth and Bela Messex of GoodbyeWorld Games. We chatted about everything from plans for the game’s future and how they even got a working rig for the game in VR. In regards to the technical challenges that the team faced but also overcame in development. They’re confident in the game, and so they should be.
“The biggest challenge is in designing [Coda] so that the detection performs well no matter the context. If a player is laying down in a poorly lit room with the laptop on their stomach, or if the sun sets and changes the lighting in the room, or if the player moves around a lot…these are all conditions we needed a robust system to account for and recalibrate to. We’re glad to be on the forefront of something new, but we also look forward to more games using unconventional forms of player input.“
Coda is doing something brilliant, unique and eye opening – literally.
Another fantastic element that I noticed in my time viewing the Coda demo is the pairing of narrative themes and gameplay. It’s quite clear that this wedding of the two was important to them too. The Goodbye World Games team spoke to this. “There was a clear sense that in making a game that used blinking as its central mechanic. Memory should be a chief concern thematically, since blinking emphasizes the things you miss as much as it emphasizes the things you see. So we knew that the scenes in the games should be memories and not things happening in ‘real time’.”