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6 Million Plays in 30 Days 鈥?Vortelli鈥檚 Pizza Delivery Devortel 路 Follow Published in
Poki 路 11 min read 馃導锔? 路 Nov 8, 2024 -- Listen Share
The Downtown region in Vortelli鈥檚
Pizza Delivery
Intro
Vortelli鈥檚 Pizza Delivery is a 3D open-world driving 馃導锔? game that you
can play in your browser. It launched on Poki on September 20, 2024, and so far has
馃導锔? been played over 8 million times, 6 million of which were in the first 30 days. Players
from 227 countries 馃導锔? and territories have collectively spent around 1.2 million hours
in-game. During development, I had no idea the game would reach 馃導锔? so many people. Its
performance has exceeded our wildest expectations and it has made us very optimistic
about the future 馃導锔? of web games.
Gameplay stats for the first 30 days
Background
I鈥檝e
been developing 3D web games for a little over two years 馃導锔? now. My first game, Vortelli鈥檚
Pizza, was released on Poki in mid-2024. Its launch was a crazy story which you 馃導锔? can
read here. Since then, it has been played over 40 million times. Following its success,
I鈥檝e been joined part-time 馃導锔? by my partner, Kelsey. She is a talented UX designer and 3D
artist, and together we鈥檝e been supporting Vortelli鈥檚 Pizza 馃導锔? with content and UI
updates.
When reading feedback left by the Vortelli鈥檚 Pizza players, we noticed many of
them wanted to 馃導锔? explore the city beyond the limits of the pizza restaurant. When I was a
kid, I loved playing open world 馃導锔? driving games like Grand Theft Auto and I remember how
exciting it was to explore the seemingly endless game world. 馃導锔? We thought it would be an
interesting challenge to see if we could bring a similar game to the web 馃導锔? browser for
the Vortelli鈥檚 Pizza fans.
Building the Game World
The foundation for this entire
project is the PlayCanvas Vehicle Physics demo 馃導锔? project. If you鈥檙e thinking about
building a driving game in PlayCanvas, this is the perfect place to start. It鈥檚 a 馃導锔? very
simple project, but it has excellent performance and it鈥檒l run on nearly any device and
browser.
Gameplay screenshot of PlayCanvas鈥?馃導锔? vehicle physics demo project
The first step
was to replace the default terrain with something that resembled a city. I quickly
馃導锔? threw together a little road network, consisting of a few blocks with some low-poly
buildings. Here鈥檚 my early proof of 馃導锔? concept 鈥?but something about it just didn鈥檛 feel
right.
Gameplay screenshot of an early proof of concept
Eventually, I realized the 馃導锔? map
scale was wrong. When working with a 3D world, it鈥檚 critically important to scale all
the game objects correctly 馃導锔? in relation to each other, or it can disrupt the player鈥檚
immersion. Because we were designing a game that needed 馃導锔? to feel like a real-world
place, we had to make the 3D model proportions resemble their real-world counterparts
as closely 馃導锔? as possible.
To get accurate data to build from, I used Google Maps鈥?measure
distance tool. Inspired by GTA: Vice City, 馃導锔? I looked up satellite pictures of Miami,
Florida, and started measuring sidewalks, parking lots, road lanes, and
intersections.
Google Maps鈥?Measure 馃導锔? distance tool in action
Even though we weren鈥檛
setting out to create a perfect, one-to-one scale replica of Miami, these measurements
馃導锔? gave us real-world benchmarks that we could use to make sure our game felt
authentic.
With these new dimensions to guide 馃導锔? our scale, the game started to feel more
realistic. With that in place, I worked on expanding the road network 馃導锔? and adding more
neighborhoods for players to explore.
A hand-drawn sketch of an early design of the
city layout
The map was 馃導锔? starting to take shape, but the driving gameplay still didn鈥檛
feel right 鈥?it just felt boring. At first I 馃導锔? wasn鈥檛 sure why, but after studying the
maps from Grand Theft Auto, I noticed their map was designed to have 馃導锔? mostly curved
roads. Check out the map of GTA: Vice City:
Map of GTA:Vice City
The road network is a
spaghetti-like formation 馃導锔? of windy roads; there鈥檚 hardly any grid-like sections. I spent
hours and hours driving around that city and never noticed 馃導锔? it, but as a game dev I now
appreciate how much thought must have been put into the design. A 馃導锔? road network like
this requires constant steering and navigational input from the player, which makes for
a more engaging experience 馃導锔? than the basic grid system we started with.
From a 3D
modeling standpoint, straight roads require minimal effort to slap together 馃導锔? 鈥?it鈥檚
literally a single plane. Curved roads, on the other hand, require a lot more work.
Since we wanted 馃導锔? a big city map to explore with a lot of road networks, this was a
process I wanted to optimize 馃導锔? as much as possible. After trawling through half of
YouTube looking for a solution, I learned about using Bevel Objects 馃導锔? along curves in
Blender. This allowed us to simply draw a line and Blender would automatically create a
road with 馃導锔? our predefined geometry 鈥?way easier than extruding each curve
manually.
Performance Optimization
One of the most important things (maybe the most
馃導锔? important thing) when developing web games is to keep the initial download size as
small as possible. Players want to 馃導锔? get into the game immediately and they aren鈥檛 going
to wait 30+ seconds for the game to finish downloading. This 馃導锔? is especially important
when you consider many players have slow or unstable internet connections. (For
example, Venezuela has an average 馃導锔? download speed of 3.9Mbps. That player isn鈥檛 going to
wait for a 50MB game to load.) We watched a recent 馃導锔? talk by Kasper Mol from Poki and he
mentioned that if your game is under 5MB, you鈥檙e doing an amazing 馃導锔? job, so we set
ourselves a hard upper limit of 5MB.
We learned early on that a map of this size 馃導锔? would
mean a hefty initial download. Most modern devices would be fine, but low-end
smartphones would struggle. Our solution was 馃導锔? to split the map up into chunks 鈥?islands
that are connected to neighboring islands via bridges.
A map showing each 馃導锔? of the map
chunks as individual islands
I set up Trigger Volumes that the player鈥檚 car passes
through as they鈥檙e crossing 馃導锔? bridges. When entering a trigger volume, the map chunk
ahead of the player is loaded and the previous one is 馃導锔? unloaded. On some devices, this
will drop a couple of frames, but it doesn鈥檛 significantly impact gameplay.
A new map
chunk 馃導锔? loading ahead of the player
Splitting the map into chunks also allows us to
separate the 3D model files into different 馃導锔? downloadable asset files in PlayCanvas. We
can then limit the initial download to only include assets needed for the starting
馃導锔? region. The files needed for all the other regions aren鈥檛 downloaded until the player
unlocks them. This keeps the initial 馃導锔? download as small as possible, and speeds up
loading time. In the end, we managed to get the initial download 馃導锔? size to just 58
requests at 2.14MB, coming in far below our goal of 5MB.
A screenshot of Chrome Dev
Tools 馃導锔? showing the game鈥檚 download size
If you鈥檙e looking for a quick way to reduce the
size of your model files, Draco 馃導锔? Mesh compression allowed us to shrink our download size
by nearly 70%. It鈥檚 supported by PlayCanvas out of the box 馃導锔? and you can install it with
one click, making it ridiculously easy to shrink the overall project size.
Gameplay
Design
My initial 馃導锔? idea was to copy the game loop from GTA: Vice City鈥檚 pizza delivery
mini game. It鈥檚 a very simple 10-stage 馃導锔? minigame where players deliver pizzas to
customers within the time limit. Stage one starts with one customer and the game 馃導锔? adds
one additional customer after each stage. It鈥檚 a simple and fun game, but I couldn鈥檛
help but feel that 馃導锔? it lacked replayability.
I wanted to create a game that put more
control into the player鈥檚 hands. Oddly enough, my inspiration 馃導锔? came from the Truck
Simulator games. Say what you will about the Truck Simulators, they鈥檝e sold tens of
millions of 馃導锔? copies, their games are adored by their fanbase, and their simple game loop
is extremely versatile and battle-tested. Players can 馃導锔? drive around and explore the
world on their own. At any given time, they can choose a job from a 馃導锔? list that they feel
like doing, giving an element of autonomy and control. Adding a similar game loop to
our 馃導锔? game was very simple: we generate a list of jobs, display them in a table, and let
the user pick 馃導锔? one. After deciding on this direction, our game really started to feel
like an open-world driving game that gives the 馃導锔? players much more freedom.
A screenshot
of the job selection page
During the development process we were frequently sending
builds to the 馃導锔? Poki team to play. They gave a lot of suggestions, almost all of which
were added to the game. One 馃導锔? of the best suggestions was to have the game award coins
for driving skills 鈥?players can earn coins by 馃導锔? driving fast, completing jumps, using
boosts, and drifting (in addition to delivering pizzas, of course). As soon as I added
馃導锔? this feature, I immediately felt like the driving experience was more fun and
rewarding. The goal wasn鈥檛 just reaching the 馃導锔? customer; it was the jumps, boosts, and
drifts along the way.
Score is awarded for completing jumps
Player
Onboarding
Personally, when learning new 馃導锔? games, I鈥檓 very impatient and I鈥檒l find myself
skimming the text in tutorials 鈥?sometimes not even reading the text 馃導锔? at all. I prefer
it when games show me how to play as I鈥檓 playing it without making me read 馃導锔? what feels
like an instruction booklet. Web game players often only have a few spare minutes
during a school or 馃導锔? work day, so they don鈥檛 want to be forced to study a complex
tutorial as soon as they pick up 馃導锔? a new game.
Arrows showing the tutorial path for the
players鈥?first job
With these limitations in mind, I came up with 馃導锔? a series of simple
steps that walk players through their first three delivery jobs while guiding them
through the process 馃導锔? of leveling up skills and unlocking new cars and map regions. It
has been mostly successful in getting players up 馃導锔? to speed without putting too many
constraints on their gameplay. There鈥檚 still a number of players who just want to 馃導锔? drive
around on their own terms and never end up completing the tutorial.
Launch
On September
20, 2024, Vortelli鈥檚 Pizza Delivery was 馃導锔? released on Poki. For the first few days, I was
glued to the Poki Dashboard eagerly watching the stats and 馃導锔? awaiting the latest player
feedback. The numbers were very encouraging. Conversion to play, session times, and
monetization all exceeded our 馃導锔? expectations! Every time we checked the dashboard there
were more and more people playing.
Peak player count recorded
Just 10 days into 馃導锔? launch,
the game had already crossed 2 million gameplays and by day 30, it had crossed 6
million.
Poki Dashboard stats 馃導锔? for the first 30 days
Pain Points
Despite the strong
early numbers, players were encountering problems. Many players were struggling with
the 馃導锔? time limits placed on jobs. For some, the game wasn鈥檛 giving them enough time to
complete jobs, causing them to 馃導锔? fail the job over and over. For other players, they felt
the game gave them too much time and it 馃導锔? wasn鈥檛 challenging enough. To cater to both,
we鈥檝e since added a mix of both timed and untimed deliveries to the 馃導锔? jobs list. The
timed jobs pay better, but the untimed ones are less stressful. This solution lets
players choose their 馃導锔? own playstyle, giving them more freedom.
Another issue reported by
many players was how difficult it was to navigate the map. 馃導锔? All the effort we put into
those lovely curved and complex roads actually disoriented and confused many players.
We had 馃導锔? hoped the HUD minimap would provide enough directional information for players
to find their way, however, a large chunk of 馃導锔? our audience was unfamiliar with how
GTA-style minimaps work. We鈥檝e since added an arrow that pops up in front of 馃導锔? the
player鈥檚 car which points at the position of the closest delivery.
The arrow directing
players to their closest delivery
The most 馃導锔? complex issue we faced took weeks to solve.
For a small percentage of players, the game didn鈥檛 load correctly. They 馃導锔? would see the
game HUD against a blue background with no map, vehicles, or buildings. I鈥檝e done a
much more 馃導锔? extensive writeup on the PlayCanvas forums if you鈥檙e interested in reading
more about this. Here is a screenshot of what 馃導锔? the game looked like to players
experiencing this issue:
The Poki and PlayCanvas teams were very supportive and we
slowly worked 馃導锔? through some potential solutions. Eventually another Poki game developer,
Cem Demir from OnRush Studio, suggested I disable real-time shadows, and 馃導锔? this appears
to have finally fixed it. Frustratingly, despite extensive testing, I was never able to
recreate this bug locally 馃導锔? and never identified the root cause. In a future update,
we鈥檙e going to re-add real-time shadows as an optional graphics 馃導锔? setting.
Despite these
pain points, most of the players really enjoy the game and we鈥檝e received lots of
encouraging feedback.
The Future
After 馃導锔? an extremely promising and exciting launch, we
feel that Vortelli鈥檚 Pizza Delivery has a bright future ahead of it. In 馃導锔? the near term,
we鈥檙e working on fixing bugs and adding more content. We only have a small number of
cars 馃導锔? right now and many players have already reached the end-game and are looking for
more. Eventually, we鈥檇 also like to 馃導锔? add a car customization paintshop. Players work
really hard to unlock new cars, so we want to give them the 馃導锔? freedom to modify them to
their liking.
The garage page where players can manage their vehicles
Looking towards
the longer term, we 馃導锔? want to add more businesses to the Vortelli鈥檚 world. The pizza
restaurant and the delivery games are just the beginning. 馃導锔? A lot of players love that
the Vortelli鈥檚 Pizza restaurant is an actual building you can visit while you鈥檙e
driving 馃導锔? around the city. We want to keep going with this trend and maintain the
continuity. As we release more Vortelli鈥檚 馃導锔? businesses, they鈥檒l be added to the map. We
also want to make it easier for players to move between Vortelli鈥檚 馃導锔? games. Our dream is
to have an entire game world of different businesses, attractions, and experiences for
players to enjoy.
The 馃導锔? exterior of the Vortelli鈥檚 Pizza restaurant is a place you can
visit in game
If you鈥檙e a fan of Vortelli鈥檚 or 馃導锔? you鈥檙e interested in our work, please
feel free to reach out. You can find me on Twitter: //twitter/devortel You can
馃導锔? also find us on the Vortelli鈥檚 Pizza Discord: //discord.gg/tbZ3jtuQHx
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