Category «Videos»

IndieGameStand Sale – Pitman and TRI

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IndieGameStand is a cool platform where every four days another indie game is presented to you, with a drastly reduced price. As a developer you have the total control of the content presented on this sale page. The main game is Pay-What-You-Want, while players get extra content for beating the average prize. And if you spend  $10 you can even get the last, current and next game!

From July, 19th - 22nd you can get Pitman and TRI!

1. PAY WHAT YOU WANT - Pitman

Pitman is a boardgame-style rogue-like. Initially made for the "Seven Day Roguelike Challenge" the game got a complete overhaul. Pitman will let you die a thousand deaths ... and make your survival especially satisfying!

Features:

  • RPG - create the hero you want, like a dwarven sorcerer or a powerful warrior
  • turnbased - for a tactical course of action
  • 3D boardgame style - build the world while playing
  • randombased - no game will be like the one before

Reviews:

"Great! - An overlooked game with great feel and atmosphere. Very replayable too."
- Scarfoo, App Store Slovenia

"Good music, new concept of dungeon generation, good atmosphere. Definitely recommend to any fans of rogue-likes."
- raensi, Desura

"There is enormous potential here. I spent half the night playing Pitman when I should been sleeping."
- funambolist, Touch Arcade

"Get this Game!I know what I'm going to be doing for the next couple weeks..."
- Fools08, App Store US

2. BEAT THE AVERAGE - Pitman Android + TRI + Rat King Soundtrack


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Features of TRI:

  • freeform 3D platformer with an emphasis on atmosphere and exploration
  • build triangles to overcome abysses, reach unknown places, and walk on the walls and the ceiling
  • control light rays and destroy obstacles with dangerous lasers
  • explore the strange worlds of TRI, collect treasures and solve puzzles

Reviews:

"You could just make your own platforms and climb up, and I feared the game would lose the sentiment – that feeling – that the first level really nailed for me. Luckily, it did actually manage to keep hold of it, and by the time I got around to Level 5, Labyrinths I believe it’s called, I was sitting right back in my seat with my brain just baking in the pleasure the intricate level design and mysterious criss-crossing architecture was pumping out at me."
- Chris Priestman, Indiestatik
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Like every indie sale, this one does have the charity aspect as well. In the first place we chose a local historic building we visit quite often in our free time, called the Peißnitzhaus. The people there try to restore it and also have a very family-friendly beer garden running.  Unfortunately they were badly affected by the flood in June, and thus need additional money.
But to have a known and more important NGO, we chose to have Greenpeace instead. We are glad to support an organization like Greenpeace that taught us the importance to fight Monsanto, save whales and dolphins or their current campaign to save the arctic from oil exploitation. We are super-happy and proud to pledge parts of the money that we raise - with your help, of course, to Greenpeace via IndieGameStand.

PS: Buy our games!

PPS: Update! 900 people bought our games and paid $1,939.21 - i.e., $2.15 average! Awesome!

TRI v0.2 is out today!

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Dear friends, fans and lovers of the first-person puzzle genre,

we restarted TRI in January after a longer break  and present the new update, finally. And we are super-happy with the changes made in graphics, level design and gameplay.

What can you expect from the current version?

  • six brand-new fully playable levels and an introductory tutorial
  • freeform triangle-creating
  • reach every corner in the level and change gravity with the wall-walking ability
  • music by Ludwig Hanisch
  • puzzles
  • treasure hunt - can you find all the little foxes we were hiding?

You can download the update for the current version now. If you already purchased it, just click the link in your mail again.
Or head to our store and get the alpha for a 50% discount. And if you are still not sure if this is your game or if it is playable on your computer - download the demo!

https://www.youtube.com/?v=5FzV524ESGk

Reviews:

Interview with us on GamingMomentum
Article and video on IndieGameHQ

tri 2013-03-24 22-47-16-45 tri 2013-03-24 23-08-54-31 tri 2013-03-24 23-02-44-17 tri 2013-03-24 22-52-36-26 tri 2013-03-24 22-51-11-90

 

TRI – music and character

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The new Tri update will be out in two days. To give you some more appetizers we show you the first character the player will meet in the game - the Fox Monk. He will guide you through the first levels of TRI - a feature that is not yet in this update, because we plan to have voice acting, too.

Meanwhile, our composer Ludwig is working on our soundtrack. Friedrich's brothers (Paul is the other one) did all of our music together since forever. All of the samples are handmade by using mostly analogue instruments like guitar and jaw's harp.

Song 1

Song 2

He is also a painter.

TRI – Dev Diary #1 – Walkthrough

We made a clip introducing the next update v 0.2. Check out the new design and what playing TRI feels like.

http://www.youtube.com/?v=1DYIxU0Y4dM

FAQ - "Will TRI be available for Linux, too? "

Now that we have Unity 4 the next TRI update will not only be available for Win and Mac, but also for Linux users! Every platform will get its version on March, 27th.

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Other news

Adventure and Horror fans might be interested in this news: If you purchase the BUNDLE IN A BOX for the next two weeks you can vote for us to get the INDIE DEV GRANT - an initiative that shares a part of the earnings with the chosen developer.

Ludum Dare 25: Tale of Scale – Post Mortem

On December 15th, Ludum Dare 25 started. As usual, this 48h game making compo was an interesting experience, as exciting and awesome as it was soul-crushing. But this might be just me.

Like before, I didn't have the right idea for the theme. This time it was "You are the Villain", which was a better theme than usual, but unfortunately it only triggered gameplay concepts for me which all belong into the "that was already made before" category. So the first thing coming into my mind was "Dungeon Keeper", and as much as I'd like to do a game similar to this awesome piece of gaming history, it just would be a clone without the right amount of innovation (or would it?). Among the other ideas I had were a "Pirates!" roguelike, a game where you control four bandits at once (robbing innocents and wandering around) and a board game creator where you're the dungeon master placing the monsters (think "HeroQuest" or so).

1

None of these ideas were the incentive for me to actually start developing (although I still like them). In my mind, I combined them, added features and the result got bigger and bigger, and after finally deciding that it would be too much of a hassle, I started at zero again. Then I came back to a thought I had days before, namely the thought that often, good ideas for games (mostly puzzle platformers) are those which are inspired by childrens' fantasies. So I imagined a bit what a child could think, and being able to grab the moon with the fingertips and move it around just like that, well, that seemed like a good candidate. At this point, the theme was still in the back of my head, but I tried to ignore it mostly as it obviously would just hinder me to actually develop anything. I never was good in the "Theme" category, and for that I'm sorry, but I don't think it's the category I want to shine, really.

I tried to create a Unity3D prototype out of that idea with the moon. Of course, prototypes become the real game eventually when doing a game jam, but first I wanted to see if I could actually create something like that. The main problem to begin with was the scale of the object currently grabbed, as it always has to be the same size for the player, no matter how far or near it would be away. I read something about the focal length of a camera before and I thought I had to factor this in in any case. I experimented (using some basecode I already announced in my "I'm in!" post) and searched on the internet, but it just wouldn't work right. The object's subjective size didn't stay constant, and being very frustrated, I stopped after a while.

Thus, I re-evaluated the idea of the four bandits. This one would follow the theme and I'd really like being able to control a group of (evil) adventurers - in first person perspective! In order to make it easier for myself, I started programming the movement (again in Unity3D), which would be along the cardinal directions only and also on a grid. Just like those age old games you might know, "Dungeon Master", "Eye of the Beholder" or "Legend of Grimrock". In the end, the movement worked somehow, and you could add NPCs to your party, and press a button to see all four viewports at once. Probably I could have made a more or less full game out of it, but at this point I didn't see how I could add "fun" easily and I stopped yet again.

prototype 2second prototype, no fun

With the thought of fun being the most important part of it and without really expecting any results for this Ludum Dare anymore, I got back to the first prototype, and suddenly, the old problem was gone. Thinking about the focal length was a dead-end, and just getting rid of it was the way to get it work. The only problem now was the collision detection of an object that would get bigger the further it goes. Using Unity3D's SphereCast() was the wrong direction, because the size of the collision sphere would be always the same. So now CheckSphere() gets called with a gradually increasing size of the radius parameter, and it does that a lot of times every frame - because of the simple nature of the rest of the game, this was possible without any noticable performance hits (at least on my computer). Of course, this means that every object basically has an additional bounding sphere, and that's why most objects sometimes don't behave as expected, especially those which don't have uniform dimensions.

prototype 1first prototype, working

I uploaded the first prototype of the game - just a simple demonstration of the gameplay - late in the night, and those who actually started it and "got it", said it could be awesome. Yay, motivation! Also, I earned myself some sleep. The next day I "only" had to make levels and fix any occuring bug. Also, story. Also, sound. Also, ...

I planned five levels at the beginning, and because of some very sad events before Ludum Dare, I didn't think about it too long when I realized that I wouldn't have time for all of them - as one of the levels would had have a kindergarten setting. So, three levels were made (in 3dsmax), and they describe how the protagonist is a kid with just an overly active imagination, and how this leads to an unfortunate outcome. I didn't have time for more, and the ones I made aren't really balanced/tested, so I am sorry for that. On the other side I am just relieved that the main gameplay works and can maybe be the foundation of a cool game; the Ludum Dare version of the finally named game "Tale of Scale" is mainly a sandbox game which happens to have a subtly communicated goal in each level.

2the end result: Tale of Scale

A short summarization of What-Went-Bad:

  • The start, or rather the theme. Either it is the start of a game for me, or it just stands in my way. Harumph. I squeezed the theme into the final game, but as most people won't play it through, they probably will wonder where it actually is. I got a bit inspired by the movie "Looper".
  • I still can't make music. I tried composing some once or twice before, but I'm always embarrassed by my own efforts, so I don't ever get over a certain point.
  • I don't have a cool base code which actually would free me of the burden to do some stupid and boring stuff again and again. At least that's a learning and can be helped ... some day.

And What-Went-Good?

  • The idea was cool enough to let people ignore the crude levels and graphics, hehe.
  • I actually managed to make three levels, even in the timeframe I wanted to make them. Seems like I finally get the hang on estimating such things, and this is one of the things a game jam really can help with.
  • I made most of the sounds myself with a microphone, and they sound okay enough. Nice.

That's it! Thanks for reading, and don't forget to play the game (here's the entry page) - or at least watch this gameplay video:


Ludum Dare #25: Tale of Scale

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