New Site, Art, and Jackson’s Musings

So, as you’ve probably noticed, we reorganized the site. By “we”, of course I mean “Duncan”, since he does all the technical rubbish and I’m just the fifth wheel. Point is, now you don’t have to deal with that old, god awful, completely counter-intuitive setup, and instead can treat your eyes to a good ol’ fashioned blog.

We’re satisfied with Starlight’s reception so far, we didn’t expect it to become the next Braid or Limbo, but we’ve had some purchases and people have been enjoying it, and that’s all you can ask for really.

A lot of people’s comments concern the game’s art style, which have been VERY polarizing. Some have found it to be unique looking and interesting, while others haven’t found it so appealing. If you fall into the latter category, you may be pleased to know that an artist has approached Duncan, and they’re talking about collaborating for his next game, so we possibly have that to look forward to.

Both Duncan and I have been trying to think of what to do for our next, or in my case first, projects. I figured some people might be interested in hearing a little bit about the process.

My main problems are that I have little programming experience and I’m not talented at art. The first problem can be rectified with practice, the second… not so much. So I’ve been trying to think of ideas that would be interesting, but not necessarily difficult to do in terms of programming or art. Originally my thought process was “Let’s take this story and tie it to a generic platformer”, which really wasn’t getting me anywhere.

There’s a fundamental difference in the way Duncan and I think when it comes to getting ideas. Let’s say you gave both of us a picture of a robot and then told us to make a game based solely on that drawing. Duncan would start thinking about what kinds of things the robot could do to make for interesting gameplay situations. My first thought would be “Who is this robot, and what is he trying to accomplish?”

So I tend to look at things in a way that very much focuses on narrative, is what I’m saying. In my first round of brainstorming I tried to fight my inner writer, but that wasn’t working well at all. Later, I realized I should be playing to my strengths instead of fighting them. If I thought more about how to use the strengths of the medium to tell a story instead of “making another platformer with a gimmick”, I could probably get better, more inspired results.

With that in mind, I thought a lot about a game taking place in a courtroom, because 12 Angry Men has been on my mind lately. The original idea was to make a game where you took the rule of a lone juror trying to convince the other jurors to agree with your view. The idea was that the game would mostly be based around dialogue and your choices. Some jurors would be harder to break than others, if you’re not careful previous dialogue choices could back you into a corner, etc.

The good thing about a game like that is that it would be comparatively simple to program and I could use 8-bit pixel art to hide my non-existent artistic ability. Unfortunately, the bad outweighed the good. The main problem would be handling the actual trial itself. You couldn’t just be given a cheat sheet of the main points of the case, because then you wouldn’t be able to use the smaller, more subtle things to help you out in your stance, like in 12 Angry Men, when Juror #8 noticed that the woman who saw the killing wore glasses. But forcing the player to sit through the trial at the very beginning would be long and tedious, and the player would probably forget half the important information anyways, so that wouldn’t work either. My next idea was instead of placing the player on a jury was to place him or her in the role of a defense attorney who… oh, wait a minute.

So I’m not exactly anywhere, but I think I’m getting on the right track with the whole “focus on the story” angle. I guess I could kidnap Duncan and make him my personal code monkey, but then I’d have to feed him.

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Starlight Is Out!

Well children, get out your party hats, Starlight has finally gotten through the Draconian approval process! You can go onto your Xbox and buy it for three dollars this very instant! You can even do it from here!

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Some Updates

So you may have noticed, that Duncan and I haven’t been updating this site at all. I figured it was high time I explain why.

Duncan just started college. That means he’s been really, really, really, really, REALLY busy. Things will settle down after a while I’m sure, but right now he’s got classes and other things to worry about and can’t really focus on the project he was talking about. He says he’s thinking about starting a much smaller project to keep himself busy, but it probably won’t be the one he’s been posting about.

As for why I haven’t been posting, I still don’t really have a clear idea of what I want my game to be like yet. It was foolish to start posting about it, but I guess I just wanted to have some posts on the site. As a result, I went and removed the posts that no longer apply. Which is to say all the ones dealing with Forgotten. I’ll start posting again when I actually have some decent work done, but for now, it’ll be pretty quiet on my end as well.

For those of you still wondering about Starlight, it is still going to be released eventually. Somehow all the sound files got wiped from Duncan’s hard drive, so he’s says it’s been a major pain to re-record all of them. Then he still has to pass it through peer review on the indie games, which is always a fun time.

So that’s why we haven’t been posting at all. Hopefully, that clears a few things up.

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New Terrain Stuff!

Let me start off by saying that the second podcast is ready, but I’m having some issues on the site. I’ll have it up by tomorrow, I think.

Okay, well I’ve fixed a few of the terrain editor glitches. You can no longer stack tiles, and deleting tiles is as easy as pressing “B”. Also, colors indicate whether or not you can place a tile in the current position (red means that you cannot place a tile, green means it’s OK). Aside from that, I’ve added 8 more tiles, bumping up the total number to 12. I’ll make some more, but this is getting close to all I need. The major issue has to do with usability. I’ve set it so that I can scroll through the tiles with the left and right shoulders, which was fine when I only had 4, but now it’s getting hard to manage. My next step is to finish up making tiles, and then create a better UI where I can actually see what tiles I have, and browse through them easier.

Okay, just to show off what I have, here’s 5 terrain samples I’ve made. These only took me about 5 minutes total, so that whole point of making the editor (ease of use and speed) seems to be working out well.

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Video: Terrain Editor Basics

Just a quick youtube video to show how the terrain editor is coming along. I just recorded the podcast with Jackson, so I don’t feel like talking too much. Later folks!

Terrain Editor Basics

Update: Huh, embedding isn’t working? Bah, I’m not dealing with that now. Maybe I’ll fix it later.

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Starting the Level Creator.

All right, I’m starting to get into the meat of the game, so there’s a bit going on over here. Mainly, I’ve started creating the tool that I will use to make the levels. For now, it’s all placeholder art, meaning that I’m going to be making changes to the graphics/assets over time. The foundation of any level would probably be the terrain, so that’s a good place to start. I decided to whip up a grid in my game, to make it a bit easier to size the objects. I went ahead and added a simple, re-sizable grid to my framework. Oh, hey, here it is:

OK, well that’s pretty useless for now. My next step was to create some tiles to populate the grid. I went into photoshop and make a new concept of what I might want a screenshot of the level to look like. I spent a lot of time making the concept look a lot better than this prototype is probably going to, but I just wanted to get an idea of what I was going for. Here’s the concept:

Ok, so far so good. Now, since I’m just focusing on the terrain for now, It would be a good idea to create some tiles that would make up the terrain. I could place these tiles into the editor, and in theory, create the ground. I only need a small number of them to simulate any terrain I need.

Good enough. Actually creating the interface that would let me place these tiles takes a bit longer than making the tiles, and creating the code that determines how the main character interacts with the terrain takes even longer than that. I’ll be creating these systems over the coming week, and hopefully I’ll have something to show for it soon. In the meanwhile, here’s an example of what I could create with only these 4 sample tiles:

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Episode 1 of Our Podcast Is Up!

In case you didn’t see, the first episode of our podcast is up! If you’re too lazy to click on the top of the page, then you can click this link right here.

On an unrelated note: A picture of a duck.

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Some updates here and there

I have some small things to go over, so I thought I would get them out of the way. No lead-ins here, let’s just get to it.

Starlight Delays

Well, the Xbox 360 Indie games  marketplace has a pretty involved system for getting games through. To put it simply, Starlight is having trouble getting through. This doesn’t mean that the game will never come out, it just means that it’s taking a lot longer than expected. If it were in my hands, I would tell you exactly what to expect, but unfortunately I’m in a wait-and-see position. Just know that I’m doing everything in my power to get this game out, and I’ll update as soon as it hits the marketplace. Stay tuned.

More Town Concepts, and Progression System Under Way

I’ve been hard at work trying to design the hub-world/main town in my newest game. It’s a tricky process, and I don’t have much nailed down, but I thought about the progression system in the game and how it might effect my town-design. I decided to focus on the gameplay progression, and get it all down on paper. The game is composed of ten major platforming sections, overworld exploration, and smaller areas such as towns. The way you access new locations is my getting new abilities after defeating bosses, and using those abilities to progress. let me lay it out for you:

EXPLORATION -> PLATFORMING SEGMENT -> BOSS -> NEW ABILITY

And just repeat that process. As the player gets further, more areas become available at one time, and all of them must be completed to access the boss. With this in mind, I came up with an idea to bring players back to the central town. I thought about a main hub, where the player could teleport to the next boss after completing the necessary stages.  This hub would grant the player new abilities after defeating the boss. I sketched a concept of what this hub might look like:

Okay, so it might not look at all like this, but hopefully you get the idea. This hub could also serve as the biggest town landmark, and help make it feel like a central element to the game. That being said, I’ll need to draw a lot more concepts in order to nail something down. Not a bad start, though.

Story

This new game will feature a cartoonish, comic-like art style, and this has changed the way I thought about presenting the story. I toyed around with the idea of literally putting the story into a comic book, and showing more pages as the game continues. I wasn’t sure if this would bore the players, so I spent a lot of time making a concept of what this might look like:

Of course this particular page may not have anything to do with the story, I just needed something to show how it might look. I haven’t really thought too hard about it, but it seems like a good option. My only concerns are when I would break the gameplay to show the pages, whether or not the player would give a crap about reading it, and also whether or not it would break the flow.

That’s about all I’ve got. Bye.

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Social Media Stuff

Because social media websites are all the rage right now, I made some pages for Kanro on various websites. I figured I would post links to them here in case anybody cares.

Our YouTube channel

Our Facebook page

Starlight’s Facebook page

Forgotten’s Facebook page

My Twitter

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Architecture Concepts

When I left off, I was working on ideas for my new, unnamed game. Specifically, I was trying to come up with an idea for the central, most important town in the game. I wasn’t really getting anywhere, so today I decided to take different approach, and come up with ideas for specific buildings. The buildings I drew probably won’t appear in the final game, but it helped to try and get a general feeling of the architectural style of the city. I’ll show a few ideas I came up with, and go through the process of drawing a “complete” concept.

Without any real starting point, I decided to just quickly sketch the first few buildings that popped into my head, very roughly (in case they didn’t turn out how I’d hoped). My goal was to create some cartoony, unique buildings, and I came up with three quick ideas:

A small building that might be a shop or something, as indicated by the “$” hanging from a post. Also, the building is curved inward, making it feel more at home in a cartoon world.

A building that is under construction, with support frames, missing bricks, and some wooden beams leaning onto the side.

An interesting house, with a garage-like cavity in the bottom. I decided that this would be as good a place as any to start. The first step is to decided what features I want to keep, and what to change. After that, I went ahead and made a solid outline.

I added some kind of shelf, and switched one of the windows around. Next, I had to color it in. I wanted to use at least a couple of bright colors to jump out.

That works. The bright purple door stood out pretty well, and the green chimney was a nice contrast to the dark red brick. I decided to add the details and shading to finish off this concept.

Cool! Not bad for a first concept house. Making this house gives me some ideas on how I might design the rest of the town. Like I said before, this doesn’t indicate the final style of the buildings, but helps point me in the right direction. It’s kind of hard to come up with the idea for an entire town, because there is a lot to consider: size, population density, color, location, wealth, and more! Making something small like this helps start to put the pieces together.

As a bonus, I decided to flesh out another concept as well. Here it is!

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