Short interim project: Mops & Mobs

While PATOU is still in the making but also in need of funding (hello, publishers!), we started a shorter interim project. We focused on all the design elements that come fluently to us and combined them: Exploration, character dialogues and giving players some freedom to decorate things. Voilà: Here comes Mops & Mobs!

A red-hooded small creator stands in a dark cellar like place with lots of candles and a chimney in the back.

We love dungeon fantasy settings in games, comics and pen&paper - and Friedrich always wanted to work on a crawler someday. While there already are quite some interesting takes on the genre, we decided to change things a bit. Instead of being an adventurer going to slay the hell out of monsters, you take the noble job of a janitor. You care for the well-being of the dungeon's monsters, pick up adventurers' left-overs, decorate the dusky halls and passages and find ways to let our beloved Dungeon Master look more competent.

By focusing heavily on the monsters and their personality, Mops & Mobs also is a visual novel-styled game. You do quests which are powered by our own dialogue editor Connected, as we use it to write non-linear and context-sensitive dialogues.

As a change of pace - and for reasons many of our readers probably can guess - we didn't use Unity this time as game engine for Mops & Mobs, but Godot instead. After only a few weeks of evaluation and orientation we're confident with our choice - Godot definitely has its quirks and short-comings, but allows quick iteration and prototyping and is perfect for the scope of the game.

A parchment that declares: We are hiring! Looking for a Dungeon Custodian Extraordinaire

So far, we created a short prototype, where you can play test our idea of becoming a dungeon janitor. Sounds like a job you'd like to do? Head over to itch.io to download the free demo!

If you want to support this project, you can also wishlist Mops & Mobs on Steam!

PATOU has a Steam page

Our current game project PATOU is now on Steam, of course still Coming Soon™. But it's a milestone we'd like to share here. Apologies for not updating this blog more than once per year - we're writing small articles over at the Patou blog from time to time, and experimented with video devlogs and dev streaming.

Be sure to put PATOU on your wishlist, because that helps us with promoting the game!


(YouTube videos try to set cookies and contact Third Party servers!)

In other news we attended the A MAZE 2023 two weeks ago, and we had a blast to meet old and new friends, play extremely creative games, and watch some very cool performances. The new location (a repurposed crematory) was both vast and stylish, and thankfully the weather was great too.

We took the opportunity to showcase PATOU at the Open Screens for a few hours and gathered valuable feedback. In the end the game was positively received, even though most areas can be improved of course. Overall it was a great experience for us because we only saw the demo coming together just one or two days before the A MAZE - sharing it in this state was an emotional rollercoster.

If you want to discuss the game or anything else really, visit our Discord!

Working on a new game

Introducing: PATOU! Since this year we are working on a new game about family, nostalgia and a big dog that helps you digging out mysterious ruins.

PATOU is a narrative adventure with puzzle elements. Our focus is on exploring surreal dreamscapes and understanding your fluff companion. In the upcoming months we want to share development news and other stories on Patou's own blog.

The game is funded by EFRE and the MDM.

By the way - if you're wondering what happened to the stealth game we were planning last year, don't give your hopes up yet!

Stealth game project and survey

(TL;DR) We’re working on a Thief-inspired stealth game and want people to fill out a survey!

We already talked on this blog about how we put Behind Stars and Under Hills on ice (with a big sad sigh), and that our next game project will be a Thief-like (1998 Thief, not 2014 Thief), but we didn’t get into much detail here. Instead we did a livestream about the current state of our new project, so have a look if you want to catch up. Now, the sandbox demo we showed in the video is finally available to selected testers!


(YouTube videos try to set cookies and contact Third Party servers!)

While the difference to the version from the stream isn’t that vast, the playground level now has an individually created mission (with simple quests like “Steal 700 loot”) and offers a few coherent gameplay elements and situations. The geometry overall is super simple, with a lot of placeholder textures and models. Especially the enemy is still the skeleton from the Asset Store, which Friedrich has been using for nearly a year now, just because it’s so nice to look at and has a lot of personality. The level was built quickly with RealtimeCSG, a tool we will also use for the final missions, as it keeps the level creation inside Unity (in TRI, we made all the levels in 3dsmax) and its limitations work well with our chosen settings. Also, the lighting is all real-time for now (which results in a pretty high number of draw calls), as the pipeline for baking and integrating lightmaps is not ready yet.

For us it was important to create a level that demonstrates the “game feel”, and of course the basic gameplay. The sandbox-y nature is clear from the beginning as each room has more than one entrance and the mission does not enforce to do things in a certain order. Of course the whole level is pretty weird. Most jarring: the buildings were put on a big floating block. And the rooms don’t make much sense in their architecture. But we hope this also creates its own atmosphere; and at least with this demo, we put gameplay far before realism anyway.

While the AI will be “under construction” until the beta or even the final version of the game, the enemies already are dangerous and behave in sometimes unexpected ways, which is the heart of a stealth game: it only works well as a game if the danger is big (and preferably constant), but always manageable. Thanks to the players’ powers to hide inside shadows and use various tools (like projectiles or a hacking device) the latter should already be the case in our playground demo.

As we’re still trying to find out if the character controller’s programming is going the right direction and if the AI actually feels natural in its reactions towards the players, we decided against doing a full vertical slice. Which mostly means we’re trying to make sure we appeal to stealth fans for now, and not to publishers. This is obvious in how many things are missing, with the graphics assets already mentioned. But also the sounds are much too sparse for now, with a skeleton only generating footstep sounds, and sometimes a scream that should alarm other enemies. And we’re working on the plot and story in parallel to graphics and tech, but are still not satisfied with those yet, so they are also not part of the playground demo (only hinted a bit).

It goes without saying that a lot of the game’s gameplay mechanics are not yet implemented or even planned. For this and other reasons we created a questionnaire that we’d like to have filled out by stealth enthusiasts and gamers in general, mostly to see how other people see the genre and how important certain elements are. So please, dear reader, fill out the survey and maybe even forward it to others. And if you’re even more interested, you might want to become a part of our Discord server! See you soon!

bloed

I like blocky graphics. Pixels, voxels, square tiles, grid-based walls - keep them coming! I guess this originates from my Lego-heavy childhood, and also from old computer games, where you could clearly see the tiles the game’s world was made of. And while I never was into Wolfenstein3D, I recently created my own grid-based ray-caster just because I do adore the aesthetics.

rc-test, a ray-casting engine

The same with Minecraft - it’s a game that is an inspiration even though I didn’t play it much. The blockiness makes the virtual world instantly more organized; it’s like you can play around with its pure atoms. Blockiness empowers - not only is it fun to be creative there (because the interactivity is rewarded with reactions from the game’s systems) but as a game creator myself I instantly “get it” and - leaving out the grindy details - want to try my own variation of the structure functionality.

Wunderworld, a game/editor I made for Ludum Dare some years ago

This is why I wanted to go with block-based levels for Behind Stars And Under Hills. For me it also fit with the premise of the game - an Ultima-Underworld-inspired dungeon crawler should have visible floor and wall segments, and pixels too. So I created my own in-game level editor for Behind Stars - because, maybe, other people want to make worlds with this too...

An early version of Behind Stars, made with bloxels

Of course trapping a level editor inside a game that is never released makes the endeavour less than pointless. So last year I went and put some time into changing the code to work inside Unity itself, as a plugin, which was for some parts easy thanks to the extensibility of Unity’s editor, and for other parts hard because of nasty serialization issues. Nonetheless, bloed - short for “bloxel-based level editor” or simply “block-based editor” as “bloxel” probably won’t catch on - slowly came to be and is now available on itch.io. I wanted to use it for a Thief-like game, working title “Demon Thief”, and for that it worked quite well. (Though I scrapped Demon Thief in favour of our next game project.)

A level from Demon Thief

I nicknamed the blocks in the editor bloxels because originally, in Behind Stars, I called them voxels and that didn’t quite fit. I use complete meshes for the blocks (made with Blender), and they can have any shape actually, as long as it fits inside 1x1x1 units. It’s also possible to do some more creative texturing by having UVs smaller than 1.0, which means they can span over several bloxels, to break up noticeable tiling and add more variation. It’s also possible to assign each side of a bloxel another texture (inspired by David Pittman’s NEON STRUCT dev blog). Naturally you still can manipulate the bloxels during runtime, so it’s possible to have something like destructible environment.

All my “additions” to the voxel formula makes the bloxels rather unfit to optimize though. Of course I segment the created geometry into chunks, and the textures are merged into texture atlasses. Still, draw calls are high and need to be reduced with optimizations like static and dynamic batching, occlusion culling, baked light maps and so on. Downsides aside, I am proud bloed supports arbitrary transforms and prefabs, and the optional noise factor can look nice too. These are things the ingame-only Behind Stars bloxels didn’t have.

Will the development continue? I hope so - especially if a few more people are interested in it (i.e. buy it) and post their creations made with bloed. Right now I don’t use bloed for a personal project, although I have some ideas and plans for that. So its future might be a bit hazy, but in general bloed is usable already, and I certainly will react to any bug reports. If you want to talk about bloed, you can also do it in our Discord!