Category «Game Jam»

The bpb:game jam 2016

At the first weekend of August 2016 we once again visited Berlin in order to take part in a game jam hosted by the bpb, the Federal Agency for Civic Education. It was a special jam for us, as we were actually invited by the organizers, and the theme was a lot more serious than we're used to: "Flucht und Vertreibung" (Escape and Eviction).  We didn't really know what to expect, other than that travel expenses, hotel and food would all be paid by the German tax payer. (Thank you all!)

The whole event went from Friday till Sunday, with Friday being reserved for an unconference. It started with everybody introducing themselves, which took a lot of time as there were over 50 people! We knew some of the participants already: they were fellow indie developers. Nonetheless the introductions were very interesting, because - and this is another uncommon thing for our jam trips - around half of the people weren't game developers, but came from various fields, mostly pedagogics. The youngest participant was 16 years old, and I dare not to estimate the age of the oldest person in our group.
The only gripe was the pretty low ratio women to men. Unfortunately this is common, but at least it was higher than at most game jams.

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The more interactive part of the unconference were the 'sessions', where people suggested various discussion topics, all in accordance to the main theme, and then do group debates. I suggested "Sprachbarrieren" (language barriers), and thus a few of the participants, including Jana and I, talked about apps for language learning and our experiences with different languages, and how we could use these as gameplay mechanics.

The second session for us was about "Perspektivwechsel" (switching perspective), and here the discussion started with the split-screen camera technique in multiplayer games, but soon got more serious and went from the literal interpretation of perspective to empathy, and how we see others, and games that actually let us "live" different roles; consciously or subconsciously.

Overall these debates prepared us well to get into a more serious mindset, as right afterwards we got instructed to come up with game ideas and discuss them in random groups. I still think the idea of a "Refugee Go", maybe a tad cynical, would be an interesting take on the location-based gaming: the idea was to force the player to literally walk at different places in a real city where they have to fill out virtual forms (in real-time, i.e. with a lot of waiting). The idea was to let players empathize with a refugee in Germany who tries to apply for asylum. As you'd play it with a smartphone only which then demands permanent attention, it would also be a bit like Tamagotchi.

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It was new to Jana and me to not discuss our ideas directly with each other, but alas, Jana was in another group. There she formulated the concept of a card game with instructions on each card for the players, and they'd have to run around and solve the tasks.

In the end we found together again. After a few years of jams we became a solid team and apart from a small collaboration now and then we somehow became unable to try new constellations. ;) Some lively discussions later about what our jam entry should be, we settled for a compromise we were actually both happy with: "Visa Runners", later named "Die Stimmung kippt!" (The mood shifts!).

Visa Runners is the prototype for a multiplayer mobile game with real-world interaction, a bit inspired by Space Team. At the beginning all the players connect their smartphones with each other. Afterwards everyone gets assigned a randomly chosen profile of a refugee-seeking person, with character traits like gender, age, birthplace, skin colour, education, etc.

Visa Runner Profiles
Then the real game begins.

The players have to flee to safe countries and get a visa as fast as possible. The countries are represented by QR codes lying around in the (preferably big) room, on tables and maybe even hanging on the walls. In order to get a visa you have to run to the QR code and scan it with your phone. Then you get a few days of visa - so you need to renew this visa very soon and very often. (A "day" is a second long in our game.) To make it harder players get a day less each time they try to seek refuge in the same country. If you overstayed your visa you need to get a new one as soon as possible, because you lose if you're without shelter for too long.


Yes, the game gets unfair quickly. Intentionally so.

To underline this, every few seconds a tabloid issue appears on one of the phones - usually it's a (mildly) exaggerated headline about refugees or foreigners in general. These headlines affect all players, so the one who sees it has to tell the others (or can choose not to). For example, if there are news about "black men attacking a puppy" all players with the traits "dark skin" or "male" will get minus points in that country (i.e. less days of visa). At some point, a country will refuse visas to certain persons, and those have to flee to other countries.HeadlineThe game ends when only one person is left.

Here's hoping we made a game that captured the theme of the jam. I wish the end result were more functional, but for a prototype it worked pretty well. The funny thing is: when we presented our game, it dawned on us that we didn't even need the prototype, as we were only running around with our Android phones, yelling what we're doing currently. It could have been a theatre play...

The first day of actually programming the game was hell, as I had to download the Android SDK first (to be able to actually build games for smartphones), then try to get a certain plug-in from the Unity Asset Store running. It was very badly documented, and I needed hours to find out how it actually works. But after that we finally got the multiplayer part running, and implementing the gameplay was easy enough. Thankfully the plug-in for the QR code scanning was much less of a hassle.

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We were very impressed by the games of the other groups, some of them had a team size of five or even more. You can find (German) descriptions of most of the entries at the official wiki - ours is here, even with a downloadable APK.

Overall the first "bpb:game jam" was a success for us, and we think it also was a success as an event. Thanks to the bpb for organizing it! Here's hoping we will be able to take part again next year.

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Ludum Dare 35: Wood for the Trees – Post Mortem

Wood for the Trees is my entry for the 35th Ludum Dare game jam which took place in April 2016. For now I don't know how the other participants will rate the game, as the voting is still going on. Yet it's maybe time for a small post-mortem, especially as my last few entries were not really worthy for one of those.

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The theme of this Ludum Dare was "Shapeshifting", which was a good theme, or at least I heard far less complaints about it than usual. For my part I didn't have an idea from the beginning - or rather I prepared several in advance, but none of them actually motivated me when the weekend began. For some time I just ignored the theme anyway and did some physics-based experiments, but everything of that was scrapped in the end. Semi-inspired by the theme I then went on with an environmental experiment, which would be about looping and changing level tiles. A bit like our 7DRL Me against the Mutants, but this time in 3D. As usual I did all this in Unity.

My base idea was to have tiles as parts for the level map, and each tile would be 10x10m (conveniently the size of Unity's standard plane), and instead of connecting the tiles in a linear fashion or even in a grid, I would define the connections manually so they can loop or have "impossible" connections. This way, a tile could be connected to itself (this actually happens in the game)! A lot of time went into developing the system of instantiating and destroying the needed game assets on the fly.

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With this representation of the game world it's possible for the player to see things that won't be there when they move. Thus I added smooth scaling to all objects when they get spawned or removed, just to make it more appealing and let people accept this strange environment. This system also imposed some limitations which actually turned out to make the game tighter and more focused:

WoodForTheTrees_MakingOfMovement

1) The player is allowed to move only from a tile's center to the next, in cardinal directions. At first I had free movement, but this imposed problems with the tiles that lie diagonal to the current one. It would just feel alien. Restricting the movement was the only solution, and it also made the gameplay (adventure game) much more clear.

WoodForTheTrees_MakingOfFog

2) With my system it only made sense to display 3x3 tiles at once, thus I had to limit the view distance to 10 meters. This made me a bit depressed in the beginning, because it meant a pretty big, boring wall of fog in front of the player. But then I invented the "fog trees" - trees that would exist only in the fog, vanishing when the player comes near. In the end, they really helped making the distance fog less boring and even gave the game its name.

As usual I experimented only regarding gameplay mechanics, but as soon as I added the fog I naturally began to design the game's appearance. The fog had to have a colour, so I chose one I actually liked. Everything else had to look (more or less) good from now on, which helped tons with not having to do that later. If I remember correctly the pixelation post-effect shader was added at the same time, and I just liked it - I don't really have a justification for it. But it also helps to hide the fact that my 3D models are all very low-poly and have no textures.

WoodForTheTrees_MakingOfModels

By the way, this is the first time that I used Blender for a game jam; I like it more and more. It fits my style quite well I guess. For the trees I utilized a tool called HappyTree by Sol_HSA, which made it easy for me to generate four different trees and reuse them all the time. I only changed the materials.

The narrative structure of the game also developed more or less naturally: due to the fact I played some "walking simulators" beforehand I was okay with incorporating a personal story. So all content grew out of certain relationships that occupy my mind often enough. As a result it didn't become a straight story really, but more like a set of emotions I wanted to share.

WoodForTheTrees_MakingOfAdventure

I didn't plan to do a full puzzle game, but somehow I actually added enough elements like finding typical items and having to combine them, so I can now call it an adventure game without shame. Overall it's a simple game in the sense that I didn't even add a visible inventory (as it wasn't needed), but thanks to the shifting environment and the somewhat allegorical hints the game should be longer than just a few minutes.

You could say the background story and the adventure game mechanics are somewhat contradicting or at least exist in parallel only. But whenever I think of my childhood (which the story is touching), I have certain games in my mind which I played back then, and Wood in the Trees actually recreates them in an abstract way. Furthermore, the seemingly mundane tasks represent the protagonists quest for absolution somehow. The mechanics and plot combined with the fog trees, the game's name, the colors and some of the objects in the game, it all is symbolic and it's okay that only a small percent of players understand them fully.

WoodForTheTrees_MakingOfAllSketches

WoodForTheTrees_MakingOfTiles2

Right next to creating the world system in Unity the hardest part of the game was actually planning it. I'm never big with story (something I really have to train), so I just wrote down a lot of things I'd like to say. Not everything made it into the game. And I laid out the puzzle progress on paper as soon as I decided that I would actually have puzzles. But only by actually implementing them I'd see if an item would make sense or not and from time to time a whole path was changed - thankfully always for the better.

Unfortunately I was not able to follow my initial plan to make the game within 48 hours ("Compo") and had to extend to 72 hours ("Jam"). I never felt that I would actually be able to finish it, which send me to a rollercoaster of emotions during the game jam - either I was relaxed and had a "it's okay, I don't care" attitude, or I was angry at myself that I would fail at Ludum Dare yet again. I'm still surprised I actually finished - and it sure helped that for the Jam I didn't have to create my own music. I suck at this still, and don't stop hoping this will change some day. Instead I used a track by my brothers, which they composed many years ago for a game prototype Jana and I made in university. It fits the game well enough and actually adds to the symbolism of Wood for the Trees.

A monster?

After several days between me and the development I can now think about the game again. In hindsight I would change a few things, especially as players rightfully complained about those. Being able to re-read the notes and texts would be a great addition, and probably easy to do. Not removing the notes in the game would be a good start for that. Moreover, the hit boxes for the clickable objects are sometimes to small, and generally it's not clear enough if you can interact with something or not. I would add a few more descriptions to some elements in the game, and also tweak the controls so they would be easier to understand. And I would take extra-care that players find the solution to the first puzzle easily. Last but not least I'm disappointed I couldn't add any sound effects - not even some step sounds!

If I find time and motivation, I might do these changes and upload a post-jam version.

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In any case I'm happy that Wood for the Trees already got some media attention - AlphaBetaGamer made the start (with a title optimized for SEO a bit too much), followed by WarpDoor, PC Gamer and Killscreen. Wow! It shows once more that pixel games - even fake ones - are the way to go I guess. And I visited the A MAZE (a festival for indie games in Berlin) a few days after Ludum Dare, so I even made an Android build of my game. It ran very laggy and the controls weren't working correctly, but it was cool to actually being able to show something when talking about it. Even though I didn't show it around that much I had a lot of fun - the fruits of productivity.

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If you're a participant of Ludum Dare 35, you can rate Wood for the Trees here. In any case, the downloads can be found on itch.io - have fun!

And here's a video - be aware, it's the full walkthrough, so of course it contains spoilers:


Ludum Dare #35: Wood for the Trees (Full Walkthrough)

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How to make an AAA game in 2 days

Before the Global Game Jam 2016 started I gave a short talk about how to make an AAA game in 2 days (as the GGJ is 48 hours long). Of course I have no idea how to make an AAA game, but I thought that sounds more interesting than "How to polish your game in a day". So yeah, it was just about giving a jam game that small bit polish so it wouldn't look that much like a jam game.

I started by talking about some experiences I made years ago: how 2K contacted me as they had this new game - Assassin's Creed - and they already worked a day on it. Their prototype consisted of the protagonist Günter (or so) walking around. But they didn't know how to make it any better. That's why they consulted me. And here is what I told them.

First I noticed how the movement wasn't very smooth, and I showed them how to use tweens so the player character would look professionally animated, even though it was a single sprite. It was a bit of a pain, as tweens need careful coding. For example, as long as the player is tweening, don't let the user change the direction, and so on. But all the sweat paid off.

How To Make An AAA Game In 2 Days - Part 1 - Tweens

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(If you use Unity, don’t use iTween. DOTween and LeanTween are quite okay, though!)

Afterwards, I explained how the same applies to the camera: the more movement is there, the better. We all know how cool AAA games use tracking shots for everything. You can do the same! But using Lerp() to make the camera somewhat smoother can be tricky, as sometimes the player can be too fast and not see where they're going. This is why we add some kind of foresight. This talk from the GDC 2015 can be helpful, even when not doing a sidescroller.

How To Make An AAA Game In 2 Days - Part 2 - Camera

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Apparently the original AssCreed had some teleportation mechanic, but it looked bland. I advised Lionhead to add some transition effects. Those can also be useful when the player gets hit - just color the screen completely red!

How To Make An AAA Game In 2 Days - Part 3 - Transitions

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My game Snakoban has another kind of effect for changing levels. It was a bit of work, but everything is better than just changing screens without any transition.

Snakoban

"Never forget to shake the screen," I told the AssCreed developers. "And of course, use particles everywhere." Every new particle in the game is another step to AAA, as they give instant feedback to the user that something is happening or has happened. And they look nice, too, so even as pure decoration they are useful.

How To Make An AAA Game In 2 Days - Part 4 - Particles

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Our very own game prototype Power of Love has trails for the player characters. It looks cool, because it adds the illusion of velocity, speed and fast movement.

Power of Love

Even with all the improvements so far, Blizzard's prototype looked kind of flat. So I introduced them to the concept of layers - giving the player a shadow, even a simple one, already creates the illusion of depth. Having a foreground and a background with different scrolling speed ("parallax scrolling") is awesome too.

How To Make An AAA Game In 2 Days - Part 5 - Layers

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Although they already worked on the prototype for a day or so, they still missed the most important thing in a game (or any medium, really): emotions! Always take care your game evokes feeling. This is why we improved the story a bit, worked on the colors and chose a cool music that fits. (I think they changed the story later.) Anyway, humor is also cool, but I don't know much about that. It’s up to you, dear reader!

How To Make An AAA Game In 2 Days - Part 6 - Emotions

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Of course, music is great, but sound effects are needed, too. Just like particles, sounds add a lot to the feedback and the atmosphere. Foot steps, "ouch" sounds, you name it. Sound can even create things that aren't there! Want a forest full of animals? Just play a sound loop with rustling in the leaves and singing birds, and your graphics department can leave early, because they won't have anything to do.

How To Make An AAA Game In 2 Days - Part 7 - Sound effects

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Obi Wan gives a good lession, in this regard: it's only real if it has a sound!

Obi Wan and the sound of laser

For the final touch Crytek added simple light effects, to focus on the important things in the game (the player), and increase the atmosphere. Nobody could believe this was still the same game, just with a bit of bling created within a few hours. And we all know that Assassin's Creed became a big hit!

How To Make An AAA Game In 2 Days - Part 8 - Lights

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(You can download the "game" here. It was made with Monkey-X. The tileset is from Silver IV. The dust is from here. The first music track is by my brothers, the second one by Matt Goles. Of course, Assassin's Creed is a trademark of Ubisoft.)

Update for TRI, Making-Of 2, Game Jams, Presskit

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We finally could release a new version of TRI - after "ObliviousFox" comes "OptimusFox" (or in numbers: the game has now version 0.4.1)! Here are the most important changes:

  • Fixed missing collision geometry in level "Tower of Nowhere"
  • Hidden stone parts now save and load their position correctly
  • Kami part of Level "Prisons" is now beatable
  • Changed level info in the pause screen
  • Loading screen can't appear anymore when loading right after death

Level 16

If you got the game via any platform (Desura, our own website, IndieGameStand, GamersGate) we recommend you download the new version as soon as possible, as you can't complete the game otherwise. (Sorry for that!) While we're at it, we'd also like to mention that TRI is now also on itch.io.

      Making-Of, Part 2!

We filmed the second installment of our TRI Making-of series! Have a look:


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You can find the first part on YouTube.

      Game Jams!

Two weeks ago, the 7-Day-Roguelike Challenge 2014 started. Tradition demanded that we should participate, and so we did. Unfortunately our ideas didn't trigger the right motivation, and in the end I (Friedrich) started on Friday alone, with only 2.5 days left, to make a small game named Variablo that already got a bit of nice press coverage. In Variablo you have to not only walk through a dungeon and kill monsters, but also move parts of the dungeon around like in a sliding puzzle. It's inspired by the board game Master Mind. It's fairly short.

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But wait, there's more - this Saturday, Mini Ludum Dare 50 starts - and I am the host! I had several ideas in mind for the theme, but ultimately decided to please the fans and announced that participants need to make a Demake.

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Demakes are remakes of already existing games that use a "less advanced" technology - like going from 3D graphics to 2D - or they only present a subset of the original gameplay. Officially the MiniLD starts Saturday and ends Monday, but you can create and upload the game until end of March.

      EGX Rezzed

We changed our plans and decided to fly to Birmingham, UK, the next week, to visit the EGX Rezzed. So if you're around from Friday to Saturday (28th - 30th), and want to have a chat, we will be near the Leftfield Collection (where they exhibit TRI) from time to time! Hope to see you there!

Of course, we will still visit the A MAZE. / Berlin in April. Phew, a lot of traveling around in such a short time frame!

      Presskit

Last but not least Jana took the time to create a new presskit for not only TRI but also about us and our company. She used the excellent presskit() by Rami Ismail. We also have subpages for Pitman, Tumblox and our game jam games now, complete with descriptions, screenshots and videos.

That's it for today! Thanks for reading!

Global Game Jam in Leipzig

I wrote this article after a request to GGJ organizers to tell stories about your own location. It got published on the GGJ page, as well.

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You might have heard of Leipzig as a game city, once. Until 2009 the GDC Europe and the Games Convention were hosted in the capital of Saxony, Germany. But since it moved to Cologne in 2009 (and was renamed to “Gamescom”), there was not only a huge convention missing. The absence of game developer events were visible and it hurt to realize that the city became unimportant for the developer scene. Besides, Leipzig has a sparse population of game companies – few of them dedicate their 100% manpower to game development only.
But even without company clusters, big names, game events and conventions, we have a very cool monthly regulars' table hosted by René Meyer, who owns the world's biggest retro console collection. Usual visitors are professional game devs, journalists, a twosome who owns the Retro Games Store, a company that has Germany's biggest board game distribution, musicians, amateur game devs and indies like us.

But we still have very few to no events where game devs exchange and show their skills. Although we knew of game jams like Ludum Dare or the Devmania Overnight Contest, we never heard of the Global Game Jam – until we met Zuraida (GGJ Dir) in Berlin at the local BIG Jam, where we learned about this global madness. Totally enthusiastic to participate in the Global Game Jam I started a web search for locations near Halle/Leipzig. Error. The next local event was in Berlin.

Die Teilnehmer des GGJ 2014 von Klaus Bastian
Die Teilnehmer des GGJ 2014 von Klaus Bastian

So we did something I totally hate, but which was necessary to be part of the jam: we searched for rooms and became organizers ourselves! Together with Klaus Bastian from the local university HTWK we started the first GGJ location ever in Leipzig.
Now that we got the location and the knowledge to set up everything there was only one thing left for completion: people. Where the hell would we get people for a jam from a city that has no huge game developer community?

René and Klaus started everything super-professional and sent out press releases to local newspapers and it worked! They responded and wanted interviews to learn more about the event. Afterwards, people I never heard of appeared on the website and subscribed to be part of this new jam thingy.

When the jam started on Friday, the 27th January 2012, people showed up and we managed to develop seven games. Yes, I'm talking about seven games here! But the jam was not only about creating games. Thanks to the event we got to know new people, exchanged addresses for future works and finally had our own one-weekend game development event in the year.

Vorstellungsrunde von Klaus Bastian
Vorstellungsrunde von Klaus Bastian

Additionally to the jam we opened up the “dev cave” on Saturday for visitors, introduced the open development not only to families with their little game-devs-to-be, but also got new people interested for the upcoming jam. This event worked out so well, we continued encouraging people to jam with us the following year.

2014 we are going to host the third edition of the Global Game Jam in Leipzig and everybody is super excited. We want to grow and try to find even more interested people from around Leipzig.

Thank you, creators, executives, directors and admins behind the Global Game Jam. You guys encourage local scenes with this amazing concept of worldwide jamming! Because of your already established concept and infrastructure you motivate us to get out of our holes and force us to find like-minded people. And the greatest thing: it doesn't matter if there was or is an already big scene.
Go create your own location, or make more of the already established ones!

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