Preparing for IGF

I’m leaving for San Francisco tomorrow. Even though the game is still not quite done, I’m happy with the progress I made. Yesterday we did the mastering of pretty much every audio in the game. So at least the audio part is done and if we get lucky it might be in a final state at GDC/IGF. I also finished the intro and the endings which means I only need to get the 4 level epilogues done to have all the content finished as well. Almost… there…

Compared to what I’ve seen the other IGF Finalists do, the TRAUMA presentation will be pretty spartan. I did print a lot of sweet Moo cards. Visitors will be free to pick them up at my table. But I didn’t prepare anything other than this.

Moo Cards

I’m quite excited. I will be at San Francisco until the 19th so if you are interested in taking a look at TRAUMA or having a talk with me, go ahead and contact me.

Press Roundup:

Here is a good translation of a recent Interview with me in Polish. It’s form a Polish adventure game blog. The guys who run this site were pretty cool and polite. I enjoyed talking to them.

The Game Informer also wrote this piece on TRAUMA, if you haven’t seen it already. Their coverage of the IGF is pretty comprehensive and I like the visual design of that website.

In other news:

I picked up and finished Heavy Rain. It is not a flawless experience but I enjoyed it a lot and I think it is a title worth looking into. A quite thought-provoking experiment in games and narrative.

Also, I got myself a DSi XL. I already made a pass at the regular DSi and since I have a long flight ahead of me I thought it would be wise to upgrade my hardware. I like it a lot and I’m looking forward to play some of my backlog away.

That’s it for now. Whish me luck and maybe see you in San Francisco!

More TRAUMA Information

Short update on TRAUMA. I know things are getting a bit silent here. That’s mostly because I’m trying not to get swamped in work and get TRAUMA as much done as I can before the IGF. I’m still working on that Intro. I think I will wrap up some of the more complex CGI scenes that involve particle effects today. I must say I’m not impressed with the particle functions of the 3D package of my choice. Due to their limitations I have been forced to get into scripting and even that works very poorly. I will go with Blender for my next projects. If I have poor functionality, it can be at least for free and with a light-weight system footprint. But I’m finally through. here is a small teaser.

TRAUMA Accident

Otherwise here are some more Interviews and Articles on TRAUMA.

Kotaku has a Road to IGF Feature which I really liked. Surprisingly, some of the answers/questions didn’t make the cut for the article. Here is one I hated and liked at the same time:

Q: Name your favorite book, movie, album and game?
I have to pick one?! You are torturing me!
My favorite book would be definitively something by Stanislaw Lem.
My favorite movie is quite possibly something by Christopher Nolan.
My favorite album is a tough one – Wide Angle by Hybrid, Speak for Yourself by Imogen Heap, Discovery by Daft Punk, Emotional Technology by BT or Big Calm by Morcheeba. It’s like picking your favorite child.
As for games, I give up. I’ve played too many. Most of the time it’s the game I’m currently playing. Here is a random little-known classic gem that is not Zelda, Mario or Metroid: Mystic Quest on Game Boy aka Final Fantasy Adventure aka Seiken Densetsu.

If you speak German, here is an Interview with Spielbar.de – a Blog of the Bundeszentrale für Politische Bildung (German Federal Agency for Civic Education).

But probably most exciting, here is an article that REALY blew me away. Ryan Kuo, one of the IGFs judges wrote a short post with some thoughts on TRAUMA. It’s the closest you will read to a review of the game so far and it has some very insightful observations.

You don’t imagine yourself into the worlds of Half-Life 2 or Myst, because those games simply show it all. Trauma, meanwhile, is a game about imagining, where nothing is shown simply. A strange act of doubling therefore occurs: The blatant subjectivity and natural instability of the girl’s memories align with the obvious artifice of the game world, and this more accurately reproduces human experience than Valve’s and Cyan’s literal re-creations.

I’m really glad TRAUMA was already able to reach people like him. That article made me look forward to the release even more. And on this note, I think the current render finished already few minutes ago…

monster guard – nearly finished

i’ve nearly finished my new game: monster guard.
it’s an online strategical game, some sort of tactical rpg … but without rpg depth and no tactics, either :-)

i’m pretty tired right now and just want to give you the good news quickly.

you can read about the game, see (more) screenshots and view a qucik how-to-play video on its page:
 mogu.gameprogramming.de

This shows the battle screen. Detailed informations left, animated battle right.

This shows the battle screen. Detailed informations left, animated battle right.

Here you will spend most of the time polishing your unit placement.

Here you will spend most of the time polishing your unit placement.

This here, is to prove that not all my screens are totaly cluttered with details ;)

This here, is to prove that not all my screens are totaly cluttered with details ;)

Some quick thoughts on Bayonetta’s combat

(I should be writing my thesis but a man’s gotta let off steam sometimes, right?)

Bayonetta is supposed to have this perfect score combat gameplay, and it IS pretty fun, but the game doesn’t do any efforts to lead the player into the depth. I’m sure there’s audience that takes great pleasure in exploring that depth on its own, but I do think you can be transparent AND deep at the same time, without being prescriptive.

Batman: Arkham Asylum is a good example. (Note I’m not good at Batman’s combat, and probably it’s too easy in comparison and for dedicated gamers.) Anyone played it knows: Batman doesn’t work with big move lists and long combo strings. The complexity comes from how you handle the enemies and varied use of your arsenal. Almost every button is mapped to a combat move, but their actions hardly change depending on the pressing sequence.

In other words, all the information is in the world — and the player can concentrate on judging the situation and (re)act accordingly. Working with this kind of ‘external memory’ is thus a more humane design than the elaborate combos no-one can keep in his mind. Ninja Gaiden has this problem too. Bayonetta is supposed to be the best of this breed — I can only hope that everything clicks when I’m more comfortable with the system.

Don’t get me wrong, so far I’m enjoying it. It’s much less frustrating than Ninja Gaiden. Cheesy cutscenes, nerd-jokes and the sexploitation certainly help reducing it. Also instead of the relatively passive block-n-wait approach of Ninja Gaiden, Bayonetta’s Witch Time (apparently evolved from Viewtiful Joe’s Slow-Mo-Power and feels a bit like SF3’s parries) keeps things more fluent.

Seems I like it better than Ninja Gaiden? Better than the second one, that’s for sure.

Interviews with yours truly

I’m currently helping out organizing this year’s Global Game Jam in Cologne. The first day was very exciting. But now it’s the middle of the night and I’m tired. However I have plenty of time to catch up with some to-dos. For example to share with you two interviews I had recently.

One of them was done as part of the Road To The IGF feature on Gamasutra. No need to introduce this.

I did the other for the A Hardy Developer’s Journal. Very nice people. They were speaking polish, so they had me at hello.

If you are interested in TRAUMA, I suggest you take a look at both.

Rescued by Apple

Some very dramatic changes happened in the last few days. First, I finally got a new workstation. But then it’s a MacBook. So I Bootcamp’ed it and put Windows 7 on it. And then I decided to throw away most of the crap on my desk, especially my old CRT Monitor. Workspace feels very comfy now.

My Mac

There are a lot of new impressions to take in. New hardware, new software. Here are some bullet-points of some of the things I notced. First, the bad:

  • Lower Resolution: WTF? This MacBook has actually lower resolution than my 5 years old ASUS? I’m going to need that huge external display soon.
  • Not as much space as I thought: I got the 500GB hard drive. After Bootcamp 250GB left. After installing all my stuff 90GB. This is melting away rather quickly.
  • I hate Apple for the display adapters: Seriously, shame on you, Apple. My girlfriend has the newest MacBook, two display port converters and none of the actually work on my MacBook Pro. What’s so hard about just putting a standard VGA Port on that thing? And why wasn’t at least the adapter included? I have now an expensive piece of hardware that theoretically could run projectors. I just don’t have the physical means to attach it to them.
  • Two USB Ports: Wow. Seriously? I could understand that on a MacBook but on a MacBook Pro? Wow. Let’s see, I use a mouse, a tablet and… well there you go. Goodbye external hard drives, USB sticks, printer… Can anyone suggest a spiffy portable USB hub?
  • The keyboard is all rong: It’s not that bad as I thought but it’s inconvenient. I’m still looking on the workaround to have the PrintScreen key. On the other hand, I found the key combinations that unlock the forbidden powers of del, pos1, end, page up and page down. So I’m mostly set. If only @ was a little less difficult to produce.
  • 64bit is pain: I know that there is a super-good reason for this whole 64bit thing. The user-side experience is that half of the stuff doesn’t work properly. For example the Cisco VPN client required to have proper internet back at where I work. Who can I blame it for now?

But wait, not all is lost. There are lots of good things about this new change.

  • This is fast on an entirely new level: Ok, maybe not that fast but at least After Effects in HD works quite fine now. The improvement is profound. Further work on TRAUMA should go much easier now. This alone was worth it actually.
  • Surprisingly trouble-free: Surprisingly, the setup and my move from one system to the next was done in less than a workday. There were also hardly any hardware configuration issues. Any little kinks I could solve pretty quickly. I guess this is due to both – the whole Apple thing (Hardware and Software) and Windows 7. I love how all the drivers come from one source (Apple) in one package (Bootcamp).
  • Epic Win 7: Well, again maybe not epic but good. It is very different from XP but it looks like I can get used to it. A couple of standard dialogs already surprised me with cool UI details. But I will keep a watchful eye on this one. Especially as Win 7 still takes considerably longer to boot up than Mac OS X.
  • I will survive: One of the reasons why I chose a Mac was simply because they are quite sturdy. One of the problems I had with my old Asus was that it started to fall apart structurally. The display hinges broke pretty much by themselves and needed constant touch-up. The plastic got digested by the venom my tentacles produce. From what I can tell the Mac is better suited for the harsh environment I call work. Using metal as material is already quite promising. The fact that many people own EXACTLY THIS model and can help when things go kaput is a big plus too. I’m expecting a lot here.
  • So that’s it. Work on TRAUMA continues now. I did already a couple of things for it in my new Workspace and it is much easier now. I know there are some people out there curious about how this Mac/Windows experiment will turn out. I will keep you updated ;-)

Nothing is ever easy

Work on the Intro continues. Sadly, I haven’t been able to do the final shots due to snow. The last shot was supposed to be outdoors and I really couldn’t shoot in snow as it wouldn’t fit to the other outdoor shots I had. So I returned the camera and I wait for better weather.

The camera I’ve been using for the shots was the Sony XDCAM. It’s a semi-pro HD camera. My impressions were mixed. I like the file-based work-flow. No need to digitize stuff. No tapes. No rewinding. I love that. The lens on the camera is quite good with a descent makro and generally good results in daylight conditions. Still, the camera itself has some weird usability issues. Mostly, everything is straight-forward but than BAM – how do you set white-balance? Turns out you can’t really. There is an auto setting but no way to tune the actual temperature. Most inconvenient when shooting at night. Also, the fact that everything is in such high resolution makes shooting so much more difficult. It’s difficult to see what’s in focus and what not. I underestimated the impact of hand-held shaking has on the resulting quality. Finally, I thought that using HD and scaling down I could get rid of the noise associated with low-lighting conditions. Didn’t work either. *sigh* For my next project, I’m SO working with at least a camera man if not even a film director.

TRAUMA Camera

Sony XDCAM

So the camera is gone but it’s not that I sit around and do nothing. That last shot wasn’t actually required for the intro so I started getting the footage in After Effects and cutting away. Again, the fact that I’m doing all this on a 4 years old notebook rears it’s ugly head. Using HD footage I simply have no ability to preview anything in After Effects. I’m cutting blind. Especially inconvenient since most of the footage needs special treatment due to noise or shaking. Looks like nothing in this project is EVER easy. I was hoping to get the intro done for the IGF judges but I won’t make it. Still, I’m aiming to get this done this Month. After all I’ve been through, this won’t stop me now. *grr*

TRAUMA Center

Today I got some tricky shots in for TRAUMA. These were actually the first ones where you can see the face of the main protagonist. So far, she existed only as a voice but I couldn’t get around showing a human face after all. I’m working on the intro sequence which needs to show the condition of a protagonist. As the no-budget indie developer I am, I hired my girlfriend as the actress.

Veronoka Auge

To not to spoil anything, I will only show you a part of her face right now.

The shots were tricky because I needed to somehow convey the meaning of being in a hospital without actually having access to a hospital. I have some friends who actually work at a hospital but they weren’t able to get permissions for me to get into an ICU. So we’ve bought a couple of green bedsheets at IKEA, some bandages (tuns out we didn’t have any at home – yikes!) and I’ve built a completely non-functional Nasal Cannula with some transparent tubes and superglue. Ah, the wonders of the silverscreen.

Yet I could still use a couple of shots to boost the credibility so if you are reading this and know how to get me and my camera for a couple of minutes into a hospital in or around Cologne (without actually having to have an accident), give a shout!

TRAUMA Nominated for IGF 2010

Apparently, TRAUMA was nominated for the Independent Games Festival 2010. In 3 categories. I say “apparently” because quite frankly, I can’t quite believe it. Getting nominated for IGF was one of my big goals for this project. However, I never had my hopes too high. After all, I’m just one guy (apart from TRAUMA’s Musician and it’s Voice Talents) an not even a very tech-savvy programmer. TRAUMA isn’t even done in a REAL programming language, it’s “just” Flash. So being nominated blows my mind, especially since it is in 3 categories. I’m really happy and I’m looking forward to go to IGF, meet the other Indie developers and show my game to a wider audience.

epic win cookie

My girlfriend made Epic Win cookies. Have one.

The bad news is that I wasn’t able to release TRAUMA yet. I’m still working on it and I’m making some progress. I got into a bit of a slow-burn situation because I’m doing some filming for the intro sequence and the “cut-scenes”. They are quite important as they provide some narrative context to the otherwise quite obscure and metaphorical game content. However, I was ill-prepared for a Film production and switching workflow from programming to filming is difficult. But I got a lot of footage in during the holidays and I believe I will be able to get the remaining 4 shots in this week.

Since I missed my deadline I will now provide weekly updates on my progress with TRAUMA so people, who were looking forward to it at least have some consolation. I’m really sorry for the delay. I assure you that it’s for the best of the project and in the end – for you.

PixelJunk Shooter is Awesome

Progress with TRAUMA grinds to a halt whenever I get swamped in work in my dayjob. My girlfriend being sick doesn’t help. It seems like I won’t make it this year after all. But I made a storyboard for the missing parts and I organized a camera and scheduled the shooting. Will try to wrap up most of the project during holidays.

The worst thing is that I get into this self-reinforcing state where I’m frustrated with my lack of progress so I play games to have at least some sense of getting things done… instead of REALLY getting things done. Which brings me to PixelJunk Shooter.

I fell in love with the PixelJunk games long before I even played them. Especially Eden caught my attention. I always thought they were on Xbox. So I was very disappointed when I bought one and realized they were PSN exclusives. I bought Eden when I finally got the PS3 Slim but it got buried in the backlog. It may be because Eden is quite time-consuming.

But now there is PixelJunk Shooter. A slim, cool, fresh, cheap and extremely well-done game. It’s basically a twin-stick shooter in a cave with some remarkable liquid physics. It comes in a cartoony pastel look and with some extraordinary music by High Frequency Bandwidth (which I admit I haven’t heard before but I’ll just continue pretending I know what I’m talking about).

Continue reading “PixelJunk Shooter is Awesome”

About

The Game Design Scrapbook is a second blog of group of three game designers from Germany. On our first blog, Game Design Reviews we describe some games we played and point out various interesting details. Unfortunately, we found out that we also need some place to collect quick and dirty ideas that pop into our minds. Hence, welcome to Game Design Scrapbook. You will encounter wild, random rantings. Many of then incoherent. Some of them maybe even in German. If you don't like it, you might enjoy Game Design Reviews more.

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