Author archives

I am a game designer, working for the Rat King.

Ray-caster – an experiment

I participated in a Kajam, which is an regular-ish game jam hosted on alakajam.com with different hosts. If you remember classic Ludum Dare, this is the equivalent to a Mini Ludum Dare, where hard rules like ‘everything must be from scratch’ or the weekend time-frame are much more relaxed. The theme of this particular Kajam, running the whole January 2021 and hosted by toasty, was “make a game based on ray casting”, and one could interpret this any way possible, but of course the basic idea is to get your hands dirty and actually try to create a ray-caster. If you don’t know what that is, the most prominent example for a ray-caster is Wolfenstein3D from 1991, back when there was no 3D hardware for PCs.

Wolfenstein3D, by id Software

My entry for the jam became a ray-casting engine with a very rudimentary level editor, or a sandbox if you’re generous. I had some gameplay ideas, but as I could not work fulltime on the project, and most of my experiments didn’t result in anything playable, the state for now is that there’s just no game. Yet for me, creating a ray-caster, based on tutorials on lodev.org, was a feat in itself, so I still wanted to submit it. With only one weekend left I decided to make it a “playful” level editor - meaning the editing (placing walls, changing textures, resizing the rooms, etc.) happens inside the “game” in first-person perspective. While this is actually not really an efficient way to create a level, it definitely makes it a bit more interesting and fun.

Textured walls, the first highlight

I utilized haxe, Kha and zui for this project. The first two I already tried for another software rendering project - the “Ray Tracing in a weekend” version I did 2 years ago. So I knew Kha could be used to just draw some pixels (probably grossly under-using this framework), and I like how it supports virtually every platform. The latter was a life-saver for me because the web version turned out to be not ‘compatible’ with my input method (as locking the mouse cursor always is a risk in browsers). But the Windows build turned out fine, after I had to fix a surprising bug which switched the textures’ red and blue channels. Zui, the go-to solution for tool GUIs for Kha, was relatively easy to understand (after quite some tinkering with the elements), but unfortunately it doesn’t feel as powerful and flexible as the Immediate GUI I know from Unity. Still, it was much better than nothing, and helped me to add edit functionality quite easily.

Final (jam) version of my ray-caster, with editor

Features of my ray-casting “engine” are, for now:

  •  textured walls, floors and ceilings
  • 3(!) block layers (bottom, center, top)
  • sprites (for the center layer only)
  • more or less correct display of infinite wrapping levels
  • collision with walls

It also supports different wall textures for each block side, but this feature isn't shown in this prototype unfortunately, because I had no time to add an editor mode for this. As I have a lot of overdrawing (mostly thanks to the top and bottom block layers) the performance is worse than it could be, and with infinite wrapping levels fps get low very fast as soon as you have a bit more sprites visible at once. Still, it’s good enough for me, because I do not target DOS machines like some of the more impressive entries of the Kajam do.


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Most pictures (textures for the walls, and five of the seven sprites) were pulled from textures.com. This is also only rudimentary, as there is no game; but I expected to use photos for the environment from the beginning anyway, for whatever game I would do; I am still inspired by Ultima Underworld II in this regard.

Ultima Underworld II, by Looking Glass Studios

While my use-case for the engine is not necessarily a dungeon crawler, I definitely would like to repurpose it for another jam game in the future. The biggest feature missing right now is level saving and loading, which I should add in any case. Other than that, the gameplay will probably decide what the direction is going to be.

If you want to try the Alakajam version of rc-test (I didn't have any use for a better name), don’t forget to read the control instructions on the entry page. And check out voxel’s excellent RAYKA!

A Questionnaire

For a pretty long while, we planned and prototyped a game that we called Behind Stars and Under Hills. After we pitched the first prototype to publishers, we kind of restarted the project, for which our vision was a grand one – but it also was a blurry one, a bit too blurry for a project of this kind. Behind Stars needed a relatively big open world and a cohesive story from A to Z. And while this is doable of course, we never were satisfied with the stories, settings and characters we thought of, and it was never enough. In the end we had to admit that a big coherent world isn’t something we should do, even though we liked Behind Stars a lot.

So now we search for another project, and for that we try to find a spark that will give it life. There are several gameplay mechanics we both like and want to pursue, so naturally we chose one of those. One of them is stealth, a gameplay that – in our minds – is always exciting, as the player is both powerful and in danger all the time. There is something oddly satisfying in hiding and stealing from enemies, and for us it always feels better than going on a rampage. So yes, let’s do a Thief-clone!

We even did a Spielgefährten episode about Thief!

Simply copying an existing game is boring though, and dishonourable, and just not our style. Instead we will try to make it our own game, and for that we look at other inspirations, and thinking of what we can do actually different, without diluting the stealth experience. Being inspired comes naturally (or not), but trying to come up with “new” elements, unused ideas – that’s hard, maybe impossible nowadays.

So I created a questionnaire for ourselves, by writing down questions that somebody could ask about the project or that nobody would ever ask. Here are some examples:

  • What does the game tell about you, the developers?
  • Draw the logo of the game.
  • Collectibles: what does the player constantly click on? Does it make them happy?
  • Is there any sex in the game, and if yes, will it arouse the player?
  • What does the game do differently from all the other games out there?
  • What is the most irrelevant feature of the game that still has to exist?
  • When the game is made to a movie, who should definitely be part of the cast?
  • If the game were a person, how often would you invite them to dinner?

Some of the questions are probably superfluous, some are plain bad; to be fair, the questionnaire was created spontaneously and without a lot of revision. In any case the idea behind it is to find out the shared vision, and also to get inspired by looking at the whole project from a completely different perspective. So we printed the questionnaire twice so each of us could fill it out individually. We wrote down the answers, drew some scribbles, and then talked about the result. It was interesting to see where our common ground is, but also where we would differ completely.

If you are interested in the questionnaire, for your own game project or just for a laugh, it is online on Google Docs but also downloadable as PDF, ready to print and fill out. If you don't like any of the questions, just leave them out.

And yeah – more to come about our new project soon, hopefully.

Spielgefährten, now live and in color!

The corona virus affects us all, in one way or another. Although the Rat King is a small team and there is no need for us to work at home now, we still feel the effects of the lock-down. In order to get rid of the uneasiness a bit we dusted off our Spielgefährten podcast, where we talk about games and game design.

This time we did a (German) live-stream on Twitch about Star Trek: Deep Space Nine: The Fallen, a third-person shooter from 2000. We did a poll on Twitter beforehand, asking which character we should play (you can choose between Sisko, Worf and Kira). It was more popular that I'd thought it would be.

For over 2.5 hours we played as Kira shooting a lot of cardassians and talked about The Fallen, it level design, a bit of background, and other things. You can (re)watch our Let's Play here.


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A week later now we want to do another live-stream; maybe even making it a habit and doing it every Wednesday. In any case, this time we will play some multiplayer games, local coop to be exact. You can choose between Overcooked, Out of Space and Lovers in a Dangerous Spacetime - but I am sure we will play more than one game. A bit of Spheroneers will be there to, probably.

So if you speak German and want to talk about games, visit our Twitch channel on Wednesday, 7pm (Berlin time). We also have a Discord!