Tag «Behind Stars and under Hills»

Rat King at the Gamescom 2017

In the last full week of August we not only visited the Gamescom, which is the biggest gaming convention in Europe - we actually went there to showcase our current project, Behind Stars and Under Hills, at the Indie Arena Booth. As Jana is part of the orga team of this 'convention within the convention' we took the opportunity to present the game on 9m² and get some feedback by gamers. (Of course, the 'game' itself still is a prototype, co-funded by the Creative Europe Programme of the European Union and the Mitteldeutsche Medienförderung.)

Behind Stars and Under Hills is very much pre-alpha (which means nothing is set in stone, everything is a placeholder, and anything can change) and won't be finished for at least a year. But it's important to let people see and feel a project early enough, so you don't develop a game eventually nobody wants to play. This is why this time, in contrast to our Gamescom presence 3 years ago (with TRI), we offered sheets of paper and felt-tip pens so players could write down their feedback. Quite an impressive amount of colorful text was produced this way, filled with criticism, wishes and comments.

So, to say it loud and clear: thanks to all our players! While for me just standing around and talking all the time quickly became tiring, and the whole experience was stressful and even annoying sometimes (thanks to loud presentations by some hardware vendor, offering t-shirts to the cheering masses), meeting so many cool, polite and interested gamers was a blast and made up for any inconveniences. Personally I was a bit surprised that most visitors of our booth were delighted by the design of our game and of the dialogs. To be honest, I expected people to be less patient - but here it shows the benefit of being part of a site dedicated to indies only, as the expectations of the visitors coming by are different.

During the five days of Gamescom the most common gripes with the game were the lack of a button for sprinting and a missing (auto-)map. Of course we already planned some kind of map, but are not sure yet how to implement it exactly. We'd like some kind of 'cartography skill', to make the maps more meaningful and part of the gameplay. Or maybe we'll just distribute hand-drawn maps in the game's world, to support the lore and the immersion.

On the other hand, sprinting is a different thing. We never planned to have it, as we actually want to make a "slower" game with a certain atmosphere to convey. (If you remember the development of TRI, you will feel like having a deja vu.) And maybe such a sprint mechanic could even lead to new problems especially for people with short attention spans, where they wouldn't process the environment anymore and just rush through, and find their way even less. So it's possible not the lack of running is the problem, but the amount of backtracking (e.g. having to go back to familiar place because of a quest with an NPC there). Maybe having a map already fixes this particular problem; thus adding maps has a higher priority for us. In any case, something like teleporters between the levels (anchored in the background story) are definitely planned.

A bug found during the gamescom: sometimes an NPC can stand on their head

I regret a bit that I wasn't able (physically and mentally) to play some of the other games, not even at the Indie Arena Booth. Behind Stars and Under Hills is so unfinished, fragile even, that I couldn't bear leaving it alone to the masses for too long. I mean, it was the first time the game was playable for the public!

But of course it never really was alone, as we had help by our wonderful volunteers - here's a shoutout to Björn, Jacky, Ludwig and Max! Not only did they explain the game to interested bystanders and answered questions, or helped players who got stuck, they also handed out flyers and made the whole experience much less of a hassle than it could've been. Here's hoping the Gamescom, loud and chaotic as it was, has been a wonderfully crazy experience for them, too.

Our next plans are to develop Behind Stars and Under Hills further of course, and refine it a bit - for example, the whole storyline still is too hazy so we need to work on it a lot more. More gameplay has to be implemented, more characters created, more levels built... Also coming up is the Poznan Game Arena in October, but it's much too soon, i.e. that we probably won't have much new to show. Still, if you happen to be around, come by and try to find crazy old Willard in our small game demo!

That's all, folks!

A picture blog for our new game

As some of you may already know we currently work on a new project, which was named "Morituri" for some time but has now the title Behind Stars and under Hills. Its prototype is co-funded by the Creative Europe Programme of the European Union and the MDM.

Behind Stars and under Hills will be a Dungeon Adventure with detective elements and animal people. It puts emphasis on story and atmosphere, on interaction with NPCs (dialogues) and exploration. While there probably will be fights (of low complexity), those won't be the main focus of the game. Instead, players have to find hidden ways and items, translate scriptures, talk to the inhabitants, trade with them, circumvent and/or find ways around dangers (like enemies and traps), and use the light by placing torches.

There are no real hard facts to announce yet (hopefully soon though), but we started a picture blog for the project, especially for the prototype we currently work on. You can find it here. We post everything visual, i.e. drawings, scribbles, animations and screenshots from the game and the level editor. Our intention is to link the blog whenever we post those pictures on Twitter or Facebook, so people don't see a single slice of the game only, but can inform themselves more about the look of the game instantly. It also makes it easier to follow the project as long as we don't have a dedicated website.

cof

https://behindstarsandunderhills.tumblr.com

Save

Save