A blog about games, game design and other aspects of my life that I feel like sharing
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
Wednesday, 30 April 2014
Rare Signs of Life and Forays into Live Broadcasting
Thursday, 2 January 2014
New Year, Indie Life and Unemployment
Saturday, 19 October 2013
QTEs, Story and Dialogue Disconnect
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, 4 August 2013
Student Project V: Adventure Toolkit - Progress on Sample Game
As for the rest of the game, the mechanics are all finished if not polished and the first room is nearly complete, there are some environment models missing that a friend is still working on and when I get them, I will post some screen-shots of the level.
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. |