Category «Videos»

Splatter – An Interview with Thomas from Dreamworlds

splatter_intro

I talked to Thomas from Dreamworlds about the German Indie scene, the problems of being indie, his game Splatter and the difficulties we both had with stories in games.

Hi Thomas! Please tell us who you are, and what you're doing at Dreamworlds.

Jo moin! I'm Thomas Ziegenhagen, currently 34 years old and married since 2 weeks. I founded Dreamworlds a long time ago together with my twin brother. I'm mainly a programmer, but also do everything else needed - graphics and sound to help out, game design, writing dialogues, organization, etc.

My brother and I have started at the age of six on a small GDR computer. The first game that reached the thin public on the Internet was a pure multiplayer spaceship shooter game called “Crossfire” in 1996.
Much later in 2003, when I worked for a year in Tübingen and spent too much time alone in the evenings, I started “Splitterwelten”.

How came the decision to become “indie” back then?

A good question! It was probably primarily this constant bumping against limits. I had so much fun developing games and invested a lot of my free time. But I realized that I would need much more time to implement all the things that I wanted to see realized. So I asked my former employer if he wanted to get involved on a part-time model. As this wasn't possible I quit and started to make a living through game development.
I was aware that this wouldn't be easy. But I hoped that the decades-long study of the subject would give me an advantage.

Is your brother still on board or do you work alone?

No, Stefan is not with me. He remained permanently employed, but hopes for my success to perhaps join later. It is very exciting to be able to work on your own project – you have a completely different motivation than in a profession with externally specified tasks. Of course, for all that the too much and sometimes enormously stressful side-work has to be done as well.

Thomas Ziegenhagen from Dreamworlds.
Thomas Ziegenhagen from Dreamworlds.

How is it to be "indie" in Germany? What is the game scene in Dresden like? And do you think that Germany is generally a difficult place for independent developers?

I know some amateur developers here, and there have been other notable indie projects as well. However, we have no regular gathering or something like that, the contact is more volatile, like in forums. Furthermore I do not get funding anymore, even if the German government has initially given me a start-up grant. After two and a half years you could say that I would have to stand on my own feet.
I think it's more difficult to live on Indie games here because of the Central-European typical high cost of living. On the other hand, the infrastructure in Germany is outstanding and the social system can intercept the worst falls - a luxury the world envies us rightly. It has advantages and disadvantages to work here.

And what do you miss, what would help you in the development of games?

To be totally honest: I don't miss anything. Game development is a very difficult field, but in my opinion that's mostly because of the extreme over-saturation of the market. There are quite a lot of game developers in the world who are all highly motivated and also very talented, resourceful and dedicated. Each of these people deserves to make a living from their passion as well.
But when I look at the whole thing purely selfish, I'd say any additional funding for me by the government would be useful. To make my game better, for example through the early involvement of testers and test coordinators. And to properly promote my games. Just working with the press and the public is a full-time career for itself.
Regarding developer tools we now live in a sort of paradise already. I don't think it can be easier and greater than today.


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How did you develop the idea to make Splatter?

Splatter originally started as a contribution to a game development competition in the ZFX forum. At that time I was only following my spontaneous impulse to develop a top-down shooter like in the good old times. Even the idea of using light radiation to chase around monsters kept running through my head back then already. I upgraded this light and shadow game mechanics to a core element of the current game when I took Splatter up again. It was also intended to be new aspect to the shooter genre, since I have played many games of this genre with great joy but felt a certain repletion after a short time.

What was your inspiration for the scenery? I especially notice the natural, down to earth characters that are rather uncommon for the shooter genre.

That is more of an issue of conflict. Stylistically I went more in the direction of “Max Payne” - one of my all-time favorites. Which is due to the black and white style in the cut-scenes and the brooding bouts of the main character. He actually is a photo model from the circle of my graphics-artist Michael. To use the photos of friends as characters was a spontaneous idea really and born out of necessity.

How important is story in terms of the level design to you ? Or NPC interaction?

Very important. If it were up to me only, all the characters had to tell a lot more, and I would have loved to implement a role-playing dialog options system to offer more choices. But I restrained myself as much as possible, because I suspected that most players of shooters have neither patience nor interest to have dialogues.
The level design was developed along with the characters. I usually have a basic idea of what should happen in every level - I wanted at least one new game element in each of them, so the game remains fresh and players get new experiences again and again. Characters and the level design are developed as a result of these ideas.

I loved the scene with this one girl totally pleased that she is now on an organic farm with no genetically modified organisms, while zombies are running around outside. Tell me more about this down-to-earth world!

The village was also such an obsession - a pure dialog level without shooting action in a shooting game. But I thought to myself: why being indie, when I don't take my freedoms that comes with it.

I had the idea quite early of a hero getting into almost everything by accident and growing stronger by that. But by following this proposition I found that the story runs entirely speculative until a certain point. Half of the game feels very much like “because the author wrote it”, while a real human being would have said a hundred times “no way I'm doing this, I stay at this nice farm now”.

You can destroy every desk, crate, car, basin, window andandand in this game.
You can destroy every desk, crate, car, basin, window andandand in this game.

Yes, you are right. Player motivation is a hard nut to crack. As a developer you just wish the gameplay alone would be motivation enough. With TRI we have also considered different stories to motivate the players. Which is especially difficult when the gameplay already works without a story.

Exactly. Then it needs some kind of brilliant idea to catch the people in front of the screen and drag them in. Any kind of story that you write for the main character often feels artificially constructed and constrained for the players.
I haven't found a solution for this problem that Splatter has, yet. And considering the fact that the game now has over 8000 words of text already that need to be translated into several European languages, I cannot change much regarding the dialogues.

You could have let the protagonist rescue his girl friend! ;)

No way!
But if I may suggest something from the experience I made with the development of Splatter: Keep the story low and rather deliberately reduced and vague. An extensive and bad story seems to be worse than none.

The engine is your own. How important is it for you to develop your own technology?

Very important. For a strictly personal reasons - I am a passionate programmer, who has big fun developing technical systems. Especially when they look good as well later. I wanted to also expand my USP. There are many fantastic tools for game creation that make it a lot easier, like Unity or UDK. However, I find that the resulting games usually look too much like their tools. My own technology might give me the opportunity to stand out visually from the myriad of excellent indie games.

What would you change in retrospect and what are you most proud of?

Looking back, I am of the opinion that the development would not run much different as it went. From today's perspective, I would freeze the development of Splitterwelten earlier – I tried to maintain two projects in parallel for a too long time. I also have some side projects and assignments adopted to keep me alive financially, which is nothing I could have changed. If possible I would probably wait even longer with the release and improve the story scenes, the voice recordings and many details. You just have one chance for a first impression, and this is gone now.

 

A first screenshot from the upcoming game project.
A first screenshot from the upcoming game project.

What do you plan next?

First, I'm currently back at employment. I have to live from something, and Splatter has not been shown successful sales to pay the bills. I will, however, move Splatter even further - more story content, more multiplayer content, maybe I can still get voice recordings for the whole story ... and more. And then there's Splitterwelten which I would love to extend.

Do you consider crowd-funding options for Splitterwelten?

For a successful crowd-funding campaign you need a good basis of previous public attention. And the biggest and thus most promising platform Kickstarter is unfortunately only available to Americans and the British.
I also believe that the crowd-funding platforms are overcrowded. There are a lot of highly motivated teams and projects that compete for the attention and the money of the public, so it is difficult to stand out.

The Splitterwelten - Dreamworld's amateur RPG project.
The Splitterwelten - Dreamworld's amateur RPG project.

Okay, so we are almost at the end, but one question is left: Do you still have time to play?

Yes, later in the evening I usually find an hour to play. And there is a lot of stuff that I enjoy, mostly games that I can play with friends. Battlefield 3, Saints Row Coop, long hours Terraria with my wife and many friends while talking via TeamSpeak. I also played Risen II through in many evenings; and I have many, many more games in the Steam library still waiting for an installation.
And as soon as I have a few weeks of time, I'll grab Skyrim :)

Thank you, Thomas!

Help Splatter get on Steam!

Ludum Dare 27: BLAM BLAM PLANET – Post Mortem

Greetings!

Back in April, Ludum Dare 26 was not so great, as I couldn't participate. It was right after the AMAZE IndieConnect, and this convention drowned my energy so much that I got sick. All I made was some visual experiment, which I couldn't develop much further because the headaches got too strong – partly because of my chosen art style. :-P

So, last week's Ludum Dare 27 was much better in this regard! And after kernel exception, this is the second Ludum Dare we entered together (thus being a Jam entry, not a Compo entry). We had a lot of fun, but also some problems, of course.

Our entry is a first-person shooter, with a little twist: you have five weapons, and every 10 seconds your current weapon switches automatically to another one, randomly selected. And there are "floating devices" all over the world (= a medium-sized planet) which you have to stand near for 10 seconds, so a bunch of power-ups get spawned (ammo and health packs). Enemies spawn in waves every 10 seconds. And when you collect ammo, you basically get an additional 10 seconds of shooting time.

As you might have guessed, this Ludum Dare's theme was "10 Seconds", and we called the game BLAM BLAM PLANET.

blam blam planet

After some minutes of playing the game becomes quite intense, because more and more enemies spawn. If you just run and shoot around instead of waiting at a device now and then for a while, you will soon run out of power-ups, and thus health and ammunition. So it's even a bit tactical, one might say.

The development of the game had its ups and downs, but it went well in most cases.

On Saturday, we thought of the game idea by talking about different possibilities and going for a walk. Ludum Dare starts 3 am here in Germany, and if I remember correctly, it already was afternoon when we agreed on making a first-person shooter, because we never did one really. To make it more interesting we decided that the setting should be on a round surface, which meant the game would need spherical gravity for all entities.

At the beginning we named the game "GLITCHIG", because we wanted a broken look and have destructible environment, so lots of triangles are flying around. Jana started building a neat planet surface with some asteroids around it in 3dsmax, while I started to let my character controller be influenced by gravity pointing to the level origin. Shooting little spheroids was also a priority.

spherical gravity

So both Saturday and Sunday were all about getting this right: a planet, a player, a weapon, some enemies walking around. Mostly I tried to get it all working smoothly, by getting the physics of the character and the weapon right. But the hardest part were the enemies and their AI on the round planet. For this, I searched for some code for creating the vertices of a geosphere, mapped this via raycasts on the planet geometry and connected the resulting points – those were then the nodes for the enemies' path-finding. Just letting the enemies walk directly towards the player probably would have been much easier, but less fun to create. ;-)

Another nice part of development was inventing the different weapon effects – two weapons in the final game deform the geometry, so I can push the vertices of the planet around a bit when the bullets hit something. It looks quite ace. As "glitches" was our personal theme from the start we knew the geometry would look strange and broken the more you use this weapon and we embraced that. In fact, when I last played the game, I fell through the level and I could attack all the enemies from below while they couldn't see me – but that also meant I didn't get any new ammo, so it was okay.

glitchcannon in action

Jana was mostly busy with modeling the three types of enemies and animating them. They look kind of deformed, emphasizing their low-poly nature, and it really looked well. Especially when she added the walk/fly animations, which are really hilarious. When the enemies spawn in masses it becomes a really cool effect.

In order to tie the look together, she also created a color code in Photoshop. After that, the game looked "right", as the colors of most assets didn't need much tweaking afterwards. Having only very few placeholder art from early on really helped the motivation somehow.

colorcode

Sunday evening Jana also started to make some sounds for walking and shooting by using our laptop's inbuilt microphone. High tech! All the sound effects you hear in the game are actually Jana's voice. :-) Adding sounds instantly made the game more alive; in the end, you can't have enough of them – that's why she made more on Monday, along with the art for the bullets and particle effects.

On the third day the theme of "10 Seconds" still wasn't in the game, and I thought long and hard about how to implement it. I weighed the pros and cons inside my head of different game mechanics, like "every 10 seconds, you have to collect new ammo" or "activate 10 bases, 10 seconds each, and then you won (whatever that means)" – and only when I finally began to create the five different weapons and let the enemies spawn in waves, the probably best restrictions (automatic weapon switching, time-limited ammo, etc.) came naturally. So there's that: sometimes tinkering too long can be bad, and you should just "do it", I guess.

In the final hours I was able to quickly implement the main menu and a death screen, which always is satisfying as it ties the game together and makes it look complete. Jana made the logo and the button graphics, and also captured a video of the game.

Ludum Dare 27: BLAM BLAM PLANET Gameplay

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So, that's how it went. Let's take a look on some quick facts about ...

... what went wrong!

  • Finding the idea was hard for us, as we couldn't agree on most things. In the end, the game we created isn't as innovative as I would have liked, but at least it's superfun to play this time!
  • As we struggled with the idea, it's clear the theme didn't help much. Although "10 Seconds" is in the game more than once now, it feels a bit off.
  • On Monday I nearly lost the will to finish the game, because of the lack of a clear direction regarding the gameplay, caused by the theme.
  • Jana had some severe problems with the CAT animation system in 3dsmax. It seems to be buggy as hell, and I heard her cursing a lot. ;-)
  • There are no game-breaking bugs in the game, phew – only some small stuff, like resetting the option settings when you open the "Options" menu. The bigger problem might be that the game is "broken by design", because of the Glitcher (the weapon that deforms the planet's geometry) – we should have used this feature more often, so it doesn't feel strange when you fall through the geometry.
  • A lot of feedback is missing, like some kind of visual hint when you got hit, or a sound and animation when the ammo is depleted. Also, the "story" isn't communicated in the game: you don't know what you're doing here, why your weapon system is defective, and why you have to stand near the floating devices. (Some people didn't understand that the enemies only start to spawn when you do that for the first time.)

... what went right!

  • It's always great to work together with Jana, because we know exactly what each of us can do, and how. While I do the scripting, she does the modeling, texturing and sounds. Perfect team work – all in the same room!
  • I set up an SVN repository, which sped up the work flow incredibly, and also saved my ass at least once when I accidentally deleted some files in the Unity project folder.
  • I prepared some basecode a day before Ludum Dare, by skimming through my former projects and picking useful helper code snippets. Having a basic character controller, path-finding, simplex noise and other functions ready before you even have to think about where to find them is wonderful!
  • Jana recorded the sounds with her own voice and distorted them in Audacity, which was much faster (and cooler) than trying to find sound effects on freesound.org with the right license.
  • The abstract, low-poly, somewhat "broken" graphics style looks quite well and gets very positive feedback, even without textures – AND it also was done very quickly.
  • The five weapons are fun and pretty diverse. This way, the whole game is fun enough for a few minutes, and that's the most satisfying part of this Ludum Dare for me.
  • Before we started I thought the spherical gravity might not work at all, neither as a gameplay mechanic nor as a visual style. I especially was concerned with this style the player would see too much sky and not enough ground surface. In the end, with the recoil of some weapons (so you fly away, looking down) and the high amount of flying enemies, this wasn't any problem.

... what we learned!

  • Due to the lack of time at the end, the balancing is kind of subpar. Good thing the game just is an endless shooter, and thus it is good enough. It's also cool that you can "learn" the game, as using the floating power-ip devices is important, but not obvious. Always try to add stuff like that.
  • "Crappy" graphics often look awesome when animated and with a nice shader. ;-) Coherence is very important though – that's why creating a color code sheet early in the process is a must.
  • Try to not make any placeholder art, because it either means you will have to make an asset twice – or it will be in the final game.
  • Even if you lose motivation near the end, at least try to give the game an ending. Sometimes, it helps to finish the game nonetheless, because this, this and, oh, that too, has to be done before the game can have an ending and be called "done" ...
  • Three days are still too long for me, because it automatically makes the project too ambitious.
  • Every time I see a Unity project with the standard Unity button graphics I get the urge to close it instantly. Really, it's easier than most things in Unity to add some custom button graphics and a downloaded font to the GUI skin. Give your game some love!

As much as I'd want to extend the game a bit, like adding more levels, I don't think it will get much bigger than now. The feedback of players and Ludum Dare ratings is really nice so far, but I don't know if having more enemy types and whatnot would increase its popularity. An online highscore would be nice, though, so maybe I will add that.

Thanks for reading this post-mortem, and I hope you had as much fun with this Ludum Dare as we had. If you want you can play BLAM BLAM PLANET here! :-)

blam blam planet device

Gamescom – Day 1 – NOTGAMES FEST

Notgames Fest

Five years ago Tale of Tales created a game called The Graveyard. You play an elderly woman who is visiting a graveyard. When you walk too fast, she starts to limp. At the end, you can reach a bench and listen to a dutch song about life and death. Afterwards you can leave the graveyard and the games is finished. What followed was a big discussion about this project. Is it a game or not? Should it be called a game? Is walking enough to be called 'gameplay'?

Since then Tale of Tales created a lot more games which fancied me because of their attitude towards gameplay or their way to tell stories, like 'The Endless Forest' or the 'The Path'. As an answer to the reactions towards their games they created the term “notgame”, to describe their kind of interactive media.

In 2011 they even started the Notgames Fest in cooperation with the Cologne Games Lab, a university for game design. They selected a variety of games contrary to the games at the gamescom, which takes place in parallel to their exhibition.

notgames_games

This year they came back to Cologne to present even more games at the second edition of the Fest. Games which – according to Simon Bachelier who was jointly responsible for the exhibition – invite the player to toy around instead of achieving given goals. The area was split into the main exhibition and the playground, where prototypes of upcoming games were shown. Sadly they were presented only on Tuesday, which was also the night of the opening party.

In contrast to the gamescom, the whole place was super-relaxing with little booths that where seperated by white strings. A dark room, just illuminated by the gloom of the monitors and beanbags put in the middle to invite the player to have a good time. You get the feeling that this is the only right way to present games. Instead of joining the party we played every game and discussed them with the developers who where in place.


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Right at the beginning you find a game called 'Bokuda'. The first comment I heard somebody saying about it was: “Oh, like Minecraft!”, but if you dive into the clean designed white valley with its black sun, you will recognize that there is more to it. In Bokuda you can built chains of cubes, which at the same time are also your path to walk on. You can slice them and thus physicalize the created object. Then you can smash them. The whole game is like a huge playground with an endless amount of building blocks. What I liked about the game was the attitude, that there was no goal and you have to find your own entertainment in it. Or find out for yourself what this game has in mind for you. Or you for it.

kachina

'Kachina' was another game that really caught my interest. The game by Ben Esposito, who got the Indie Fund as financial backup, is something like a physics adventure. Your goal is to clear the area from every object around with a hole. You can move the hole around and 'eat' anything that will fit in it. Sometimes you need to eat small things first to grow for bigger things. Or eat a frog, that will jump out of it to eat the flies that buzz in the air. Instant fun. This game takes the term 'Clearing the level' to the max.

nubinubi

Projected on the wall you can find the so-japanese 'Noby Noby Boy' by Keita Takahashi. You play a worm that eats to grow larger (a gameplay element you can find here quite often). In the two-player mode the both of us tried to realize what actually can be done. The whole stuff looked buggy, couldn't be reset. When we checked the menu the damn worm eats up the text and we never managed to shrink the worms to be able to handle them. Nevertheless we played this thing over and over again. Recognizing that we can eat each other to shit us out was the best. Nice feature! Is this a game about relationships?

shelter

The most interesting game in this place for me was 'Shelter'. A game which I mentioned at the Amaze festival because of its strange emphasize on obvious texture tiling. We discussed the art style a bit until a bystander asked us if we even know how games are made.

Whatever feeling you have towards the art style (I love it, btw), the game is great. You play a badger mother walking her little ones on a journey of life and death. Plainly spoken: It's a linear walk-through with food to find, foxes and frogs to kill and enemies like huge flying birds to avoid. But the whole world really begs for exploration and you start to have a really strong relationship with your little badgers. Try to find food for them, because they get hungry, which is neatly visualized by them getting light grey until they crawl up and won't move anymore. I stopped playing it because I want to buy it, but I strongly recommend this game, if you like exploration and little cute animals that you can call with a click of your mouse.

playground

spacesofplay

The next room, which I already mentioned above, was just there for one day - the 'playground'. You could play prototypes of upcoming games. Mattias Ljungström from 'Spaces of Play' presented their game 'Future Unfolding' there. The game is in a really early development state, but has an interesting approach to exploration. You are a person who is just able to walk, run or sprint in this beautifully designed woods. On your journey you encounter different animals that all have a different behavior. A rabbit that grows bushes, wolfs that split up every second to surround and kill you. Or the deers that lead you to their leader if you follow them. I just cannot say 'no' to games which take place in woods.

thatcancer

Another project that caught my interest since I heard of it was 'That Dragon, Cancer'. The game is about a father and his little three-year old who has cancer. The game was presented in a very early state as well. You play the man in first-person perspective and can freely explore the hospital room. When you reach certain hotspots he is telling his moving, depressing story about his son. From time to time you take action to feed the toddler or bring him back to bed. But you never see him, because he is already dead (or not implemented?). But you can hear his crying and the desperate attempts of his father to calm the boy down.

Wow. I mean, the game was at it's very beginning and the game part was a bit irritating. But this game shows what interactive media can be capable of. Just the sound and talking in this hospital room made me feel his pain. His true, sad story.

I feel insensitive to switch back to my developer talk and experience, but I'm no journalist, so I stick to what interests me about the game as well: 'That Dragon, Cancer' by Ryan Green and his team will be the first OUYA-exclusive game. Which is an interesting choice for a gaming platform.

And don't forget to play Tale of Tales' own game 'Luxuria Superbia'. I felt lesbian afterwards. And I know that I want to please my iPad more often. It feels great. "Thank you".

notg_weird

I feel that there needs to be written more about every game there, but games are best been played. So, just take some time, leave the gamescom and check out for the Notgames Fest, because its worth visiting for its nice selection of games.