A blog about games, game design and other aspects of my life that I feel like sharing
Monday, 6 February 2017
State of the game - life is a mess and seeking help
All that does not mean that I will abandon the game in any way. It simply means that the schedule I set for the streams and the work might not be the same as stated on twitch. The starting time of 10 in the morning is not really working for me most of the time. I was thinking of changing to a 12 to 20 schedule on Tuesdays and Thursday. The rest of the week will hopefully to schedule but I cannot assure that.
As to the game itself, all the old mechanics are in and the first quest is in as well (get beer). There is also the overarching main quest in but only the first two steps are achievable, the rest is not implemented yet. There are a few uncertainties in my original design that I need to figured out. Another thing that is not clear as of now is the visual style of the game on release. Originally I was thinking about a realistic style with me being able to design characters according to some parameters but I cannot easily use the same system in Unreal as I would in Unity.
Now, I was thinking of going the cartoony realism route, like WoW or Darksiders. The problem is that I cannot paint textures myself and I cannot create all environment models myself or it would just take way longer than a trained artist would need for the same work.
Apart from the art side of the game, I still need a lot of story and dialogue content which means a lot of writing and other aspects of the game need to be designed as well.
In a game about beer, there is no beer or any brewing yet, not sure how far I want to go. There is not enough to do in the game so far and I need to change that...
As to my life, it really is a mess, I do not know what is wrong with me but I will get some help soon and hope that I will be able to continue working on the game and get my life in check at the same time. So I hope you will understand this will be my focus first and foremost.
Sunday, 2 October 2016
Possible Engine Change
One of the issues are for instance the shader I was using for my terrain that made the textures look better and let me have "holes" in the terrain for my caves. The theory is really nice but over long period of time I did not manage to configure the shader to my satisfaction.
In Unreal, I can do the same thing just out of the box and with simple configurations. On one afternoon I was able to import my terrain into Unreal and set it up that it looked similar to the result in vanilla Unity, I also found a tutorial to get the full functionality of the Unity shader in Unreal.
Unfortunately, I also found a bug in Unreal that removes the textures in the piece of terrain on which the terrain hole is located.
Next steps are to import all the environment assets I used in Unity into Unreal and add them to level. After that I will add the mechanics in blueprints to the Unreal project.
Meanwhile, my brother is working on basic character meshes and a pipeline to provide me with different base meshes for each race that I can then use for my character creation both ingame and for npcs.
All this means, that there will be a further delay in my schedule (which is already about a month behind) but hopefully result in a better base game as well. I will work on key features during the next week and if I run into mayor issues along the way, I only "wasted" a week and will go back to Unity where I have to change the scope a bit and then work on more content. In the event that Unreal helps me catch up lost time and speed up development, I will stick with it and continue working on having a prototype ready for testing a week later.
Sunday, 8 May 2016
Update after a Long Time and 60 Days of Fantasy Project
Sunday, 20 September 2015
Updates after a pause that was far too long
Friday, 8 May 2015
Memories and other Stuff
Thursday, 19 February 2015
Indie Development: Self Made vs. Store Bought vs. Originality + a few updates on projects
Saturday, 29 November 2014
Still Alive and Kicking (or Shooting Zombies!)
Well, it has been a while (three month or so) but I have been trying to get my life back on track and Dork Tales is still on hiatus and the procedural terrain minecraft thingy is as well. Since Windborne basically stopped production I moved on to another game for my free time and it is another sandbox building game (who would have guessed, lol, like those too much) called Creativerse. Creativerse is a bit more like minecraft visually but not mechanically and I have about 400 hours sunk there since the end of August...
All that doesn't sound very productive and more like wasting time but it is not really because through the community of those two games I met someone who also wants to start out in game design and he has skills that I do not have and that are needed for indie development like an art and marketing background. We were playing a lot of coop and streamed that on his channel and we joked about starting our own company to make games. One day, he contacted me and introduced me to an old colleague of his who was willing to fund our first steps...
As we all played Skyrim and sandbox games, we want to make our our own mix of the two at some point but to start out with that would be a guaranteed failure! We have to start simpler and a lot smaller, so Loki, my coop buddy, came up with the idea to make a zombie fps. I am not a big fan of zombies in any kind of media but he convinced me and we started out working on a few level concepts and I started to write a simple shooter controller in Unity. With some assets bought from the store, we will be able to get a few levels set up in a short time and shoot some zombies. (Really like the asset store for Unity!)
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| Those are the little buggers! |
They are cartoony and cute but can be quite deadly in masses as well:
The game is about shooting them and collecting coins to upgrade your weapons to shoot more of them... more or less ;P
The first part is nearly finished for testing, have to do the menu works next and do the weapon upgrades later. The plan is to have a working prototype (or vertical slice) up and running to test out between us and a few selected testers and with the feedback improve the game and then go on to Kickstarter and Steam Greenlight to get more eyes on it and a bit more funding to compensate us for the work done so far and finance the rest of development.
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| Development shot: Unity 4.6 with new UI system and a glimpse into one of the levels. |
How many level we want to have is not 100% clear yet but we are confident to produce quality levels in a short time frame to add a variety of different setups without going the procedural generated route .This approach gives us more control over the look and feels of every aspect of every level to include Easter eggs and different ways to finish a levels.
The types of levels we have planned at the moment are mazes, wave setups and boss arenas. There will be no open world and no crafting apart from upgrading weapons via coins. Coins can only be obtained in-game by killing zombies or collecting them in rooms, no option to buy them for real money in a store or stuff like that.
The game will be single player for Windows PC with the option to port it over to Mac and Linux. Multiplayer is not planned but could be an expansion later on with maps specifically designed for that. We aim for Steam as a platfom to get a lot of people to be able to see the game but will also publish it elsewhere like Desura or DRM free on Humble or GOG (long term goals, lol)
Friday, 1 August 2014
Dork Tales - Redesign in Progress
Friday, 23 August 2013
Student Project V: Adventure Toolkit - Sample Game "finished"
The sample game for my adventure toolkit is finished to the point that was set with my tutor. There are two levels and some "loading scenes" around them. It is a classic point and click adventure game with five actions (walk, talk, pick up, use and look at), seven items that can be picked up and three more items that can be gained by combining items. It is called "Dork Tales".
I ended up modeling three different characters, the cat fish mentioned earlier, a frog in a fisherman's coat and hat as well as the main character, a normal human that looks a bit too much like me...
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| Frog with umbrella (front) |
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| Frog with umbrella (side) |
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| Frog with umbrella (perspective) |
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| Cat Fish with textures (front) |
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| Cat Fish with textures (perspective) |
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| Cat Fish with Textures (side) |
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| Main Char (front) |
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| Main Char (perspective) |
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| Main Char (side) |
All models are still somewhat low poly and have simple textures but that is sufficient for the sample game.
Here are some ingame screen shots:
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| finished level in Editor (without any ui and old shader for the crystals) |
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| That is the latest version (ingame screen shot with ui) |
The resolution is 16 to 9 because the camera pans in the first level and in widescreen it was easier to navigate.
The game is not finished at all, it is just the introduction to a bigger game I will try to continue in my free time but inside the scope of the student project it is finished and will be graded as part of the whole project. The play time so far is about five to ten minutes depending on reading speed and puzzle solving skills. The puzzles are quite simple item combinations with some word play involved like binding two ribbons to a bow (tie) and combining that with an arrow sign results in bow and arrow...
I had more word play planned for the game but realized that most of it would involve an extended understanding of the english language which was not present with most of my testers, so I will add more later on and try to integrate other kinds of puzzle elements to balance the word play. The main character is a pen-and-paper role playing gamer but that is something that is not that dominant by now. I will also have to change that because it is his story and apart from a dice bag and some comment on interacting with it and the environment there is no mention of rpg at all, no cliches or no innuendo at all...
Sunday, 30 June 2013
Student Project V: Adventure Toolkit - Progress and more
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| more visibility by omitting some connection lines and better information on the links by added parents and child ids |
Sunday, 26 May 2013
Student Project V: Adventure Tool Kit - Introduction, progress and more
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| Complex dialogue with multiple "hubs", I used the first dialogue of "Magic of Innocence" as an example node network. |
Sunday, 14 April 2013
Cookie X - Some Progress and Plans for the Future
Saturday, 2 March 2013
Student Project IV - Post Mortem
The fourth student project at the Games Academy is at an end.
It was quite a challenging project, unfortunately not because of high technical difficulty but because of endurance and staying focussed. We struggled to find a vision we all could live with and could work on, which resulted in a lot of unnecessary work and motivational problem for most team members. We found our vision about three quarters in the given time and had all to work overtime to finish it. I initially wanted to work on Cookie X on the weekends but there was not time for it and I even had to cancel on parties and seeing friends.
The problem was that a helicopter is not really suitable as a vehicle in a racing game, so the game designer played around with different mechanics until he found the "taxi mode", where the player has to transport items from one place in the room to another. Ideas like a rescue helicopter or a real taxi helicopter were tested but not fun enough for us. We wanted something different. And that we found.
Why not build a city out of building blocks via helicopter. That idea was kind of strange at first but combined with a mechanic to pick up blocks and a kind of 3d blueprint of the building to build, it worked. The player controls the helicopter, flies around the room, can pick up blocks of different shape and size that are distributed all over the room, fly with them to a designated building place and drop the block at the right spot in the blueprint.
To accomplish that we build the mechanics and made play tests but the pick up process and the placing inside the blue print was quite difficult. With a target group of casual mobile gamers in mind, the controls were far too difficult. After a long period of time (one programmer being absent helping his wife with their new born kid), we managed to fix even that and in the end we had a nice little casual on the android platform.
Like I mentioned in the previous post, I worked on the UI, menu and asset integration. Unity has some problems with 3rd party revision tools like SVN, so we had some difficulties there but after some mistakes we managed to overcome that obstacle as well. Another curiosity is that 3d models imported into Unity are scaled down to 0.01 of their original size by default. There is a scale option but while importing a bunch of models it was overlooked, which had unwanted results and I was the only one charged with integrating all assets after that. For a mobile project we needed to limit the draw calls as much as possible but if there are two instances of the same model (which use the same material) inside a scene but they are scaled in Unity they will produce two separate draw calls. So, all models had to be scaled outside of Unity and the material had to be versatile enough to be used on as many models as possible. Unity is able to combine meshes that use the same material and that are switched to static (if it is not moved) reducing the draw calls and thereby boosting the performance on mobile devices.
Due to the short time frame at the end of the project we could not implement all the needed tweaks to make the game work with older or less powerful devices than my tablet but we will do so during the next few weeks.
Tuesday, 6 November 2012
Student Project IV - Introduction
The fourth semester started about a month ago and my next student project is nearing its first prototype.
The idea is to have one of these remote controlled toy helicopters and be able to fly around in a kids room. Our target platform is Android, mostly tablets but maybe we might get it polished enough to get it to work on phones as well.
There is a game in the Google Play Store that features a toy helicopter but it is more like a simulation. Our goal is to have a game were the player is able to fly through predetermined routes inside our level, collect points or other pickups and will have a control scheme that is easy enough to handle by 12 year olds (or clumsy people like myself ;P ).
We are using Unity as our game engine and my tasks will be UI and code implementation for audio and particle effects, like I did for Hadron. Additionally, my assignments will be performance and asset integration as well as tutoring some of my team mates in Unity.
To avoid any confusion, each new semester project consists of a new idea and a new combination of students. Most of the students that worked on Hadron were in their last semester and have left the Games Academy by now, so most of the students I now work with have never worked with Unity before because it is not part of our regular classes. Some had minor experiences with it but not on a full (student) project.
Monday, 27 August 2012
Student Project III - Post Mortem and More
Monday, 30 April 2012
Student Project III - Introduction
- http://catlikecoding.com/unity/tutorials/runner/ (a game prototype somewhat similar to our idea)
- http://www.unity3dstudent.com/category/modules/ (some video tutorials on different aspects of Unity)
- http://pastebin.com/TZM50gGY (a health bar in C#)
Sunday, 12 June 2011
2D Engines or 3D Engines for 2D Projects
Student Project - Engines a Plenty
Saturday, 4 June 2011
The Need to Change my Expectations towards Unity
Sunday, 17 April 2011
UDK vs. Unity and Unity Tutorials
- http://www.unity3dstudent.com/
- the YouTube Channel of infiniteammoinc
- the YouTube Channel of the Tornado Twins
- and the tutorials on the Unity main page



















