Category «Videos»

7-Day-Roguelike 2017

Yet again I participated in the annual 7-Day-Roguelike Challenge, and created a first-person roguelike. I call it They Look Strange And Have To Die, and while it has all the roguelike elements you know and love (random generation, turn-based gameplay, permadeath) it also is a first-person shooter. So it was a bit of an experiment. It was done within the seven days, but only the last two saw most of the development, as our current game project Behind Stars and under Hills was calling, too.

Originally the music in the game were tracks by other composers (royaltyfree), but since version 0.9.1 it was replaced by more fitting songs by Johannes-Paul Hanisch! The after-compo version also adds sound effects, which do a lot to the atmosphere.

Overall the game is pretty short, as I only had time to create three levels, but the amount of alien queens and the lack of ammo might compensate for that. ;-)

You can download Look Strange And Have To Die on itch.io! I also created a video where I talk for a bit about the game:

7DRL-Challenge 2017: They Look Strange And Have To Die - Developer Commentary

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Global Game Jam 2017 – Post Mortem


Global Game Jam 2017 - Hands Off Thief

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In January 2017 Jana and I were part of the Global Game Jam, as usual. We had some doubts we'd do it again in Leipzig, because every year it gets a bit harder to wake up in the HTWK (the university where the jam site is located) without a shower or hot water at all. Yes, we're getting older. Our plans went back and forth between not going at all, or driving back home for the nights, or getting an AirBnB. In the end we did it as always.

Thankfully! Commodations aside, it was a very nice experience. A few days before we made some key decision for our jam entry, especially the choice of target platform: VR. As we don't own a full-blown HTC Vive or so, we made a Google Cardboard game for Android. I think it turned out quite well, because it was doable in the scope we aimed for, even though it was our first VR game.

The theme itself ("Waves") wasn't very interesting, but it slowly formed the direction of our game. When we began to think in terms of sound waves, we soon decided that some radio in our game would tell the player what to do. So you'd be in some kind of labyrinth, trying to find that radio by searching around and listening to its noise, and then activate it, because it tells you how to reach the exit. This became less important later, but it's still in the game. So while we don't feature "waves" promintently, the game was definitely inspired by it.

One of the first WIP screenshots

What we have now is an atmospheric stealth game where you play some thief or treasure hunter in a haunted mansion. You walk around, steal things (mostly valuables), evade scary ghosts, use keys, and find the radio and the exit. As the game is a Virtual Reality game, the player's movement is restricted to gliding between square floor tiles in cardinal directions. This is very similar to my Ludum Dare entry Wood for the Trees from last year, but this time the limitation was imposed to us because of the nature of VR games. Free movement was out of question, and a typical "magically beam to place" approach could have been a bit too complex for our first 48 hours VR game. In the end, the limited movement also helped to define the simple but effective behaviour of the evil ghosts, which don't follow you but patrol between the rooms in the same manner as the player.

As usually our games have a somewhat high entry barrier, one of our goals was to simplify controls. With a VR game this seemed easy to do - you don't have much different input methods anyway. All you can do in our jam entry is looking around and take stuff by looking at it for a short time, which is why Jana had the idea to name it Hands Off Thief, as you steal without using your hands... Initially I planned to have the same approach for walking around the rooms - an arrow on the floor tells you if you're allowed to walk into that direction you're looking, and if so, looking at the arrow for a short time moves you to the next room. But it turned out that this is a bit awkward, as you'd always have to look down to walk around. Now players have to activate the trigger (i.e. touch the screen of their phone) when the arrow is shown, which feels a bit more natural.

I prepared by reading articles about VR development for mobile platforms. It was helpful to know that there are some heavy restrictions regarding drawcalls and polycount in order to maintain 60 frames per seconds on a phone. This way I wouldn't be surprised by bad performance at the end of the jam. Thus, from the beginning the Unity project was set up to use cheap vertex lighting, and I programmed a simple occlusion culling i.e. only the room you're in and adjacent rooms get rendered. We also tried to minimize the amount of different materials for everything.

The first thing we did when we started the development was trying to find out how big the virtual rooms should be. Several hours went into discussions if the walls are too near or too far away, if the ceiling is too low, or if the texture scale on the floor is okay. Probably not everything makes sense in the final game; some things were kept for the atmosphere. Especially the lighting was a bit of a headache, until we went with strong darkness and the player having a point light at their center. Every ghost has two lights - on for his current position, and one for the target position. This way, a player can predict if the ghost soon will be floating towards them. And from time to time a lightning strikes (even when there's no window), so there should be enough to see anyway.

Of course we had some help! When he wasn't sleeping Björn Grunewald created some 3D models like the loot, and my brother Ludwig 'KingLudi' Hanisch - as usual - agreed to compose the music. Ludwig was in another city, and when I sent him some screenshots it was very late, so I wasn't sure if he was still willing to do it. But he sent a nice track in time. Afterwards he wasn't content with it, as it didn't quite play along with the visuals. The problem was that Jana and I were late in defining the atmosphere and couldn't send him a meaningful video, so he only had the screenshots with bad lighting as reference. A few days later Ludwig sent us a new, much more eerie track which fit perfectly, and I updated the game. You can play this new and better version by downloading the APK on itch.io.

Overall the Global Game Jam was cool; you might also want to have a look at the other games created at our site in Leipzig. By the way, one aspect I learned to dislike about the GGJ website is that you cannot edit your entry afterwards. I understand that they wouldn't want people to fake their entries, but it would be nice to be able to offer patches, or just add stuff you forgot.

We also might choose to register a jam site in our own city next year, because we found some potential co-jammers!

> Try Hands Off Thief here! <

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SOLITUNE

Disclaimer: the game was once known as SOLITUDE, but as this infringed some non-released game's trademark, we changed its name to SOLITUNE.

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Today we release a new Rat King game called SOLITUNE. In the game you are leaving your day-to-day office job to become a shepherd. On your way out you meet a bunch of characters that are tangled up with their own issues. In order to progress you have to free them and hear their story. In exchange for your attention they will follow you further as sheep. It's a very personal and small art game I created over the last month(s) together with Friedrich.

Get it here!

I'm glad we were able to create SOLITUNE. Thanks to the funding of the Kunststiftung Sachsen-Anhalt we could effort to spend time with a non-commercial game idea. Sure, it does cost a capitalist bunch of $2, but it's more of a tip for playing the game. As a developer I was more free to do something personal without having sales numbers or a specific audience in mind.

SOLITUNE - a game about escapism - Trailer

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Why shepherding after all? That's a long story: when you get disappointed with things in your life, you start developing escapist fantasies. I'm sure everyone has at least one idea what they would love to do. Shepherding is not really my secret game industry exit plan. I know it's a hard job. I know you can't go on vacations, or that you have no weekends and have to get up early in the morning.

Through two amazing books I learned quite a lot about being a shepherd. The first one is the very fun and curious "Schlepping Through the Alps" by Sam Apple about the Austrian wandering shepherd Hans Breuer. The second one is the wonderful "A Shepherd's Life" by James Rebanks. Rebanks is a tweeting British shepherd from the Lake District who could easily be the tourist attraction for the region. And he was my starting point to this project. Having those rough-romantic scenes with fluffy herdwicks (the kind of sheep he is attending to) in my timeline between all the indiepocalypse postings felt like an oasis. They remind me of my home village and the local shepherding family. And the sense of calmness that overcomes me when I'm driving by a sheep herd.

Shepherds in Morl near Halle
Shepherds in Morl near Halle

Shepherds are symbols for so many things and emotions: hard, honest work. An existence close to nature. (Can you imagine sheep raised like pigs?) A pure anachronism, to spend your time guiding sheep in times of robots, mass animal farming and automation. Not to forget: the Christian symbol of guidance and help.

On one of our cycling tours we coincidentally met a shepherd with his herd - Martin Winz. Not so coincidentally when you know that the family is responsible for the nature reserve area 'Franzigmark' near Halle. He guided us to the often held shepherding championships in Morl, near Halle. It's a meetup of regional shepherds, visitors and students of the shepherding class - Germany has only two of them and one is located in Halle.

I'm not a big fan of folk festivals, but should you ever have the chance to attend a shepherding contest, go there! Even though we so absolutely looked like outsiders, people were friendly and open to answer all the questions we had. Why do I point this out? Well, shepherding is - probably like every other profession - a bit elitist. The 'fake geek girl' of the computer games industry comes to my mind from my own scene. Here everyone has a shepherd's staff and hat as a symbol of being part of the scene - a trained professional with their own herd and two dogs.

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Character Design: In Morl I got so much input! I found my game concept growing between the point where I started from - cheesy shepherd romance - to mere simulation, to get all the information I collected showcased somehow. In the end I did something in-between. My shepherd is more of a symbol for guidance and "being on your own" now. And he became female, which is only logical considering that SOLITUNE is a very personal game.

First I planned to have an old, grumpy shepherd, a stereotype I have in mind when thinking about shepherds. The reason is the old shepherd in my village. Though in hindsight he had any right to be like this. We were annoying little kids, destroying old trees by using them for climbing and my dog wasn't well trained at all when we collided with his herd. But that's a whole different story. In Morl I met a class of shepherd apprentices (all of them girls) who made me change the character completely.

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The Others: Another idea I had early on was that the shepherd's herd would consist of humans. He would leave everything behind, also in part because he was annoyed by humans. But when finding lost ones on his way he couldn't help but take them with him. Every character is a stereotype in his own way. Partly I'm annoyed by this kind of people, but I'm sure they are also part of myself. All of them are somehow hidden or occupied and you have to solve a puzzle in every room to free them, and then let them talk. If they always know that they will become a sheep is up to your interpretation. The same goes for the shepherds intentions - I think if his intentions are positive or not are mostly up to you, though I have my own motive in mind, of course.

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Perspective: In most cases my game ideas are fleshed out pretty quick, but I quarreled with the perspective or point of view for the player. At first I wanted to create an open-world-like scenery, where you can freely roam to explore and find your future sheep. But as so many indie games used this kind of game style or at least I played a lot of them, I decided I wouldn't want to make just another colorful wood exploration game.

My second approach was a third-person view, where you would walk through offices that got weirder. I skipped this one, because you could never really see all the sheep at once or have any sense of progression. I think it was Friedrich's suggestion to keep the same office and only change it slightly by walking in and out. Moreover do we both love the diorama style very much, with the dollhouse overview - which is also perfect to see all your sheep at once.

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Programming: The programming was done by Friedrich. He used Unity from the start. Our biggest problem, something you might underestimate with such a small project, was the pathfinding. A number of moving characters that in best case don't run into each other needs a good pathfinding system with dynamic navmeshes and local avoidance and so on. Expecting to need a more flexible system than Unity's in-built one, Friedrich used A* Pathfinding Project by Aaron Greenberg. Unfortunately downloading and implementing an asset seldomly works right out of the box, and this one offers quite a few parameters to tweak.

Music: As for most of our games, Ludwig 'KingLudi' Hanisch created an amazingly atmospheric soundtrack for SOLITUNE, too. We closely developed the mood for every room together. I would tell him what the character or room is about and in return Ludi created a song. You can purchase the complete album via Bandcamp or by adding $2.50 to the game purchase on Itch.io.

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Jana and Solitune
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Friedrich and Ludwig

Ausstellung Kunststiftung

Exhibition: Until January, 15th the game is showcased in the exhibition "Fantitastisch #2" in the Kunststiftung Sachsen-Anhalt. The opening was amazingly colourful and fun, with kids and their family trying out all the books, games, pictures and products exhibited in the rooms of the gallery. I already did so many exhibitions at big trading shows like gamescom, but with the showcase in the gallery with other artists I was really excited. Especially to see how a game would be perceived which wasn't exclusively made for children like some of the other works. In the end, everything went pretty well and it was amazing to watch parents play together with their kids and discuss the game. Mission accomplished! :D

Tell me how you liked the game and what you think about the intentions of SOLITUNE's shepherd!

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Power of Love now available on itch.io

POWER OF LOVE Although Power of Love, our co-op dungeon crawler made for the PGA, is not yet and might never be finished, we uploaded the current prototype on itch.io, because we thought the game is just too much fun to not have it played by other people. You actually get it alongside the soundtrack, which was composed by Ludwig Hanisch and consists of three crazy songs and a bonus track.

Way Of Love
Even as a prototype only the game is fully playable from start to finish! You and your partner can shoot enemies anytime, but when there are too many foes at once you need to carefully time cooperative actions like the Shockwave or the Laser.

Check the game out on itch.io or the official project page - and in order to give you a feeling for the game and also present one full track of the game, we recorded the following video. Have fun!


Power of Love: "The Way of Love" Music Track

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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.

WoodForTheTrees_MakingOfPress

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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