TRI – #3 Doing the big Reset

Tri screenshot testing

Yes! We are still alive! TRI got a new haircut and for the very first time of the TRI production process I can be sure of this: The first huge goal – making a convincing and playable demo/prototype – is nearly within reach!

But why exactly did it take so long to just tell you that we are still developing and working on our game?!
In the last feature article I wrote about design decisions and story, the latter being the main reason why we just stumbled clumsily around instead of getting the thing done (plus the Indie Buskers jam to earn some money).

Sometimes you have to make things too huge and uncontrollable, so you can get back to the point where the gameplay elements were simpler and more straightforward; elements that are actually needed to present your game and don't obfuscate it's purity. Especially too much focus on story lets you neglect the gameplay.

Remember that we already knew what the game would be about. We had this rough idea of a rudimentary story and the game elements were already finished and represented in a prototype. But how to start with the development? We planned the first level the players will visit in the game: A huge canyon that separates the poor people's quarters from the halls of the rich aristocrats. We tried to tell a story with the level style and asked ourselves most of the time: is this level design convincing? Would that make sense? Not for the players to use the triangles, but for what kind of usage those halls and rooms where built by their inhabitants long gone or dead. Our goal was to build a believable, non-linear world without test chambers and buildings that didn't look like game levels BUT a setting that could have been used by human beings to live in.

What become of our over-ambitious canyon level and why did we put this monster in the archive folder? I hope I can give you some learnings with this article, to prevent you from making those mistakes that ate so many weeks of development time.

Canyon Level Top

1. KISS – Keep it simple, stupid!

We are just two people – a programmer (Friedrich) and me (Jana), the graphics artist. We love 3D and first-person games. After resetting the level we already had, we decided to focus more on the level design that is REALLY needed to play our game.
Keeping everything extremely simple to achieve all the goals we have with our game basically means: down-scaling.

To check how complex your game should be: Make a level and monitor how long it takes to design, model, texture, fill the thing with gameplay and test your level. Multiply it with the number of levels you want to have in the end and check if you have the money and time to develop it.

What we want to achieve with TRI is an awesome, playable, mostly intuitively to understand game that looks good. But our emphasis lies on gameplay. That means that we design everything for you – the player – to look nice and fun to explore, but it won't have high-end cutting-edge graphics. It won't contain super non-linear level design. And most parts of the story will be told by the environment and books to be found in the world, and not by elaborated NPCs with facial animations.

The decision we made was somewhat hard, but necessary:

>> Learning #1: Everything that takes too long to develop, design or playtest should be cut out!

And additional: Everything, that is no fun at all AND needs to much time, should be outsourced or replaced or crossed out.

2. Recycling is good for you AND the player

This brings us to another learning we earned after fighting with the big-ass monster room:

>> Learning #2: Reuse as much textures and models as possible.

In our canyon level every second room had another texture design. The first had blue tiles. The second violet, the third was yellow. Did you see that our canyon had green textures?
At this time I couldn't see those greyish “coloration” of first-person games anymore. Most of them try to look photo-realistic but with a monochrome filtering. I wanted to have fantastic, colourful-looking, varied level textures. And that's what I did! I guess I tried to use every colour in the rainbow wheel, to present them in our game.

Bad idea! For many reasons:

- The game looked like a drunken clown.
- When I needed to adjust the coloration I had to adjust EVERY texture in this area, which was extremely time consuming.
- Players got totally distracted from everything while the whole world was a freaking highlight.
- There was no colour left over to be used as a colour-code for lights or special game objects.

What did we do for our current level? I'm just using two colours: Yellow and violet. Both are added in Unity, not in the texture itself. When I now decide to change the look, I just change the materials, which is so convenient! The colours are very monochrome with this technique and I'm not fully satisfied. But players can concentrate on the gameplay and I can later change everything much easier this time.

This is the reason why you should use prefabs (reusable game objects) as often as possible. Although many of them can or should be just placeholders at the beginning. As early as they exist, you can use, discuss and change them as you like. It's time saving and you keep up a clean and harmonized look.

3. Better Zelda than Skyrim

Zelda always got great level designs. But the more I read about level design, open world, sand box, Minecraft, etc., I began to hate level designs that looked like games that much. This led me more and more to the canyon monster level we build. The problem is that this kind of “realistic” levels totally limits your imagination what cool things a player could craft, enjoy, build or experience. Because we always pondered if an element we just added is logical or convincing.

But after building new levels without any restrictions or logical architectural building backgrounds we had more fun making those levels, and faster too! The approach of being realistic is even more stupid when you remember that you are creating triangles and walk on the walls – how realistic is that? Of course you should not break the rules you are building in your little world. But it's always better to not getting stuck in realism. Especially with photo-realism and a team of two!

>> Learning #3: Build the worlds you like. Just try to be consistent.

TRI - demo level

4. Consolidate your workflow

Although we are just two people working in one room next to each other, we had to define some rules to improve our pipeline and teamwork. We are now using a local SVN repository for TRI. SVN is a program for file sharing and version management. Which means that we are not just sporadically exchange some assets and stuff from time to time; instead we share everything, instantly. Since we established this we just have to update our repositories and start Unity in order to work with the latest version. A real time-saver (although there are some quirks with Unity), even for a small team.

We also decided to use a grid for the rooms. No strangely modeled rooms with thousand subdivided edges, but the rule to make every vertex divisible by 0.5 units. Sounds very rigorous? Again, this helped us to make more clear and harmonious designs. Restrictions like this help saving time, also for texturing. And players are more secure in those levels, because they intuitively know how they can place their triangles, or how far or high they can jump.

>>
Learning #4: Simplify and structure your workflow. Little rules can make things easier.

TRI Demo level

5. Testing!

One really big problem we had with our first/last level: We didn't test it enough. Friedrich built one room after another and I was blindly texturing them, eager to just getting things finished. We planned to let testers walk the rooms, when everything was finished …

>> Learning #5 Test as early as possible!

I know that testing the game is something very basic. You should know this as a developer! We knew this from our last games Pitman, Tumblox and The Sun Is Deadly, which were all too hard at the beginning. And I learned this through the game jams we regularly participate in. But with TRI it seemed that I needed to learn this again. Texturing and filling the room with little decoration gimmicks makes sense, when the players was successfully sent through the whole testing area.

To explain our strange behaviour this time I have to admit that the whole gameplay was just available for Friedrich (SVN was already there, but only used by him) and most parts of the gameplay were not integrated into prefabs. Having the game components (light rays, switches, character controller, doors, etc.) as easily to place game objects made things so much easier.

Again: keep things smaller, even the level structure, game elements and possibilities. That doesn't mean that you should add one collision box one after another in a cubical level structure. But it was more fun since we decided to be creative in the restrictions we set for ourselves. The game is better structured and far more understandable since then.

I guess the most important learning is:
>> If working on the game is no fun at all, it's time for a down-scaling!

And what is the next step for us? We TRI to present you a huge demo and more wordplay this June.

The Sun Is Deadly – Post Mortem

logo

Don't worry. It's still TRI we're working on! But together with four other developers we did a jam in April to make games AND raise some money for our main projects.

It seems that all of our games are initially made for game jams. And so it happened with The Sun Is Deadly, too. The first version of our vampire stealth game was done in 48 hours, during the Indie Buskers Jam.

We did games after themes given by the audience. Our choice out of 1400 ideas was: "It might be cool to have a game where you control objects to block sunlight to create a path of darkness - so that a vampire can get to their intended victim."

One of our all-time most loved game is Thief: The Dark Project, where you play a thief trying to stay in the shadows to pass guards and empty houses from their sparkling materialistic burden.
Since the moment we first played this game we planned to integrate the element of hiding in the shadows in one of our own games, too. And then this idea appeared and we couldn't resist!

How super-optimistic and stupid we were! Too big ideas of whole sandbox cities, guards with changeable heads, male and female citizens appeared right before our eyes.
In the end we got a game where you had to find the one and only holy virgin to trick her to the cemetery with a jewel case. You need to walk in the shadows, because it is bright daytime and, you know, “The Sun Is Deadly”. On your way there are more victims to satisfy your hunger with. But they will also alarm the guards who protect the city of women.

Vampire Sketch

The jam started and we were very self-confident, because we are two experienced designers, especially in game jams. Anyway, our planning what exactly should happen in the game was a bit quirky, to stay flexible with our features.
The biggest concern about playing some shadowy creature was the shadow itself. Would we be able to rebuild the genius Thief component in 48 hours? We tried to downscale the game as much as possible to get time to surely implement the most important features. Right after the stealth stuff there was the other critical feature: physics. Everybody loves physics and the game idea wouldn't be fully translated if there was no crate to lift up.

WIP - Shadow and Building

The first step was to create a starting character controller and to recognize if there is shadow underneath the player or not. To detect the darkness Friedrich used a second camera, rendering to a 32x32 pixel texture, to find out if the sun should burn your flesh or the shadow will hide you.
Meanwhile, Jana modeled the town buildings. To give the game a certain atmosphere she chose bare stone, clay and wood to give the impression of a rough, dark, old century. Sometimes she googled "old London street" to get inspired. Maybe because of the Jack-the-Ripper killing women by night in this setting, too. Macabre, huh?
WIP - Enemy detection and female

WIP - Enemy and guard

The next day Friedrich implemented the enemies. It was decided that they should see you while you're not in shadow at a short distance. And when you touch them while walking in the shadow, too. Moreover you are hidden behind them and rearward of obstacles like crates.
The character A.I. is very simple: The guards follow you. The virgins run in the other direction. All of them shout for help, which means they alarm nearby guards.
In the meantime Jana prepared the female character - which ended up in a cliched Disney girly that she always wanted to be make. The guard also was inspired by Disney, this time by the police in the Mickey Mouse comics. Maybe the characters are too comedic, but through the forced minimalism the whole game is exactly this - a nice cliche with a slightly comedic approach to the whole dark genre.

Sun is Deadly - Citizens

We always think that first-person is the best perspective to play a game like this, so our vampire-player got a nice bloodless thin white arm. To make a good use of it we build our levels in the last step. All towns have in common that they have a simple ground plane encircled by high walls we both modeled in 3ds Max. In Unity we added the houses, crates, decoration and the characters with their optional walking path.

The Sun is Deadly - town

When the imaginary clock was ringing (i.e. the jam ended), the game was super-hard, had only three levels and no sound effects, and the tutorial was full of punishment instead of one reward after the other. (At least we got a nice music track from dasRaguu, who spent his spare time for creating it in record time.)
The shadow thing – we did a Plan B if it won’t work at all – performed very well from the beginning. The tricky thing about Thief though weren’t the shadows (who could have guessed!?), but the enemies in combination with physics.

BUT! We did it! This jam was an emotional roller coaster. Although this is the first jam rule we tell everyone about, we planned too much for the game. The idea was extremely complicated from the beginning. The sad thing with 3D, physics AND shadow is: They are very rare and we now know why. But in the end we fixed most shortcomings - bugs like boxes falling through the ground and virgins not following the shiny present, or the tutorial which explains what the ultimate goal of each level is.

The Sun Is Deadly - Final

Now that the game is finished, playable and available for those who missed the Buskers Jam, we hope to give you a good impression what The Sun Is Deadly is about. Hopefully you enjoy the game as much as we did making it. We are always open for your experience you had with the game. Tell us!

Official project page
More infos about the Indie Buskers Jam

The game is available at:

IndieCity Indievania

Warum spielen Frauen nur Kram?

Dieser Blogpost ist eine Antwort auf Scheinproblems "Frauen die Computer spielen... "-Posting. Er war als kurzer Kommentar zu ihrem Text gedacht, irgendwie wurde dann aber mehr daraus.

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Über das Thema denke ich auch ziemlich oft nach - Frauen und Computerspiele. Obwohl ich mir immer noch nicht sicher bin, wie man als Frau eigentlich einen explizit weiblichen Gamerblog führt - mit Herzchen und Sims? - Klischee! Ansonsten ist das aber wieder nichts anderes als der von den männlichen Kollegen. Und wozu dann überhaupt noch?

Bei meinen Mentalanalysen bin ich zu folgender Erkenntnis gelangt:

1. Nur wenige Frauen würden sich als Gamer bezeichnen. Dem Begriff haftet einfach ein ziemliches Schmuddelimage an ("Gamer stinken"). Außerdem spielen Mädchen nicht, das ist nämlich Zeitverschwendung. Ich spreche aus Erfahrung, die meisten meiner Freundinnen sind nämlich keine Spieler und betonen das mit der Zeitverschwendung sehr vehement! Was sehr schmerzt - ich bin nämlich SpielentwicklerIN.
Interessanterweise sieht man sie aber oft auf dem Handy oder Facebook "Kram" daddeln. Okay, das ist eben kein Spielen, sondern....

2. Es gab mal eine Zeit, da waren wir alle Gamer. Im Kindergarten waren alle kleine Nintendo-Cracks und haben unabhängig von ihrem Geschlecht Street Fighter, Fußball, Mario, Zelda, Metroid, etc. gespielt. Ich weiß nicht, ab welchem Alter sich die meisten Mädchen abgewandt und etwas Sinnvolleres gemacht haben. Jungs haben gespielt ("Zeitverschwendung") und viele Mädchen haben Spiele dafür interessanterweise gegen Keine-Hobbies wie Schminken, Freunde treffen und Disco ausgetauscht. Davon abweichende Individuen waren immer etwas sonderbar.
Jungs/Männer sind und bleiben eben die Spielkinder, während es Mädchen zugeschrieben wird, still und vernünftig zu sein. Das ist die üble Genderfalle: Schreist du als Mann: "Scheiße" bist du irgendwie verrückt und cool. Bist du als Frau laut und durchsetzungsfreudig, ist das meistens irgendwie abartig und so unfeminin. Weswegen viele Frauen dann auch eher konsumieren und brav sind. Während Männer eher zu Extremen neigen, die sie dann auch ausleben. Das ist ein ziemliches Klischee, trifft aber auf viele Frauen und Männer, die ich kenne, ganz gut zu. Leider!

3. Vom netten Nintendo, dass irgendwie für alle war, haben sich Computerspiele, zumindest in der westlichen Welt, ziemlich schnell ein Standardpublikum erschlossen: Pubertierende Jungs. Und auf die wurden Spiele auch angepasst. Noch so ein Grund, weshalb es total peinlich ist, sich als Gamer zu bezeichnen. Tiefergehende Inhalte sucht man vergeblich und die meisten Charakterdesigns (Nacktelfen) und Settings (Weltkrieg, Sci-Fi) sind doch sehr stark auf die Vorlieben einer (vermeintlichen) Zielgruppe ausgerichtet.
Glücklicherweise ist das sehr stark im Wandel. Frauen sollen als Zielgruppe wieder erschlossen werden, dank Wimmelbild, Colour Matching und Social Gaming - Kram halt. Das nervt zwar und ist total klischeehaft, aber wenigstens rutschen viele "Nichtspieler" so mehr ins Spielen hinein. Vielleicht wird ja statt Kram bald was richtiges gezockt.
So kann man die Hoffnung haben, dass die Sache mit dem Spieleentwickeln auch bei Mädchen Begeisterung auslöst, weil es mehr Mädels gibt, die spielen. Und weil mehr Frauen Spiele machen und dafür sorgen, dass die Inhalte nicht so einseitig sexualisiert sind ("Mehr nackte Männer!" haha), werden auch mehr Mädels gefallen daran finden. Circle of Gaming. So weit meine Theorie.

Ich glaube übrigens darin auch den Grund zu erkennen, weshalb mehr Frauen Kram spielen (tolle Genredefinierung, danke Jagoda Froer): Denen fehlt einfach die Erfahrung. Wem es an Spielpraxis mangelt, der greift eben erst mal zu Kram, anders kommt man in die üblichen Mechanismen gar nicht rein. Obwohl die meisten richtigen Spiele auch immer mehr zu Kram werden, um sie zugänglicher zu machen...

Ich bin übrigens ganz, ganz großer Witcher-Fan und habe alle Sexkarten gesammelt! Ich kann dieses Spiel dafür zwar auch sehr gut bashen, aber Mechaniosmen wie diese ganz gut ignorieren, wenn der Rest stimmt. Und Geralt ist ja auch ganz schick, oder ....