UP DOWN READY
The versions of the game that were on this page were hosted on Dropbox. Since the recent spike in traffic, Dropbox has cut off access to my public folder. I will hopefully be migrating this stuff across to an actual server, but the version on Kongregate is the official release.
Saturday, September 25, 2010
Moderate success!
Thursday, September 9, 2010
Don't mind the cobwebs
It's been a couple of weeks since we 'officially' released Up Down Ready on Kongregate. We got a really good initial reception, and since then we've had:
- 46,000 plays and counting
- an average user rating of 3.5/5 stars
- US$25.40 in ad revenue
- a whole bunch of player feedback to take into consideration
- a number of reviews and shout-outs (even one in Spanish!), all generally positive and some absolutely glowing
See the full list of reviews &c. on our under-construction homepage HERE
Saturday, August 21, 2010
A horse by any other name...
I have not been great about updating this. THINGS have been HECTIC.
Yes, Henrik and I went to Freeplay, and as you can gather from the sticky post at the top of the page, we WON a thing. The good fairy Freeplay Awards saw fit to turn our little Horse into a Real Game with the magical (rather hefty) wand of Best Design in a Game trophy.
And now that we've gotten through that rather strained metaphor - what is on the cards for me this semester?
Priority number 1: Get the newly christened Up Down Ready onto its feet (hooves?). I am, as we speak, spitting and polishing and integrating with the Kongregate API. We have also bought a domain and hosting, so UDR will be up there as well, with a separate mySQL highscore database.
The 'official' release will happen in the next week, so expect shameless and constant plugging of the game around then.
Then the Viking and I will be moving on to another little game currently known as Snowball. More on that when we get up to it, since we'll need to scope down and just build something as fast and tight as we can. I'm hoping to continue work on the Unity sound handler thing, too, since this semester we have an actual for reals sound designer.
First, though, we gotta get Up Down Ready ready.
In the meantime, be hoopy and stuff.
- your friendly neighbourhood sword lady
Thursday, June 17, 2010
Horses for courses
Some quick documentation for the sound system
The Sound System is a general purpose sound handler written in C# for game development projects in the Unity environment. It is designed to allow developers and/or sound designers to centralise control and handling of all sound effects and music.
Soundscapes are defined in XML and loaded from within Unity. The system itself is comprised of a single gameObject with a set of public static functions that can be called from any other script in the same scene. This mitigates the need for Unity AudioSources to be attached to specific gameObjects, allowing them to be instantiated dynamically at runtime using simple function calls.
Setting Up the System
1. Import the SoundSystem unity package into your project
By default, the system and all attached scripts will be placed in the Standard Assets folder.
If your project uses C#, you may choose to move the SoundSystem to a different location according to the specific requirements of the project.
If your project primarily uses JavaScript or Boo, it is recommended that you leave the Sound System in the Standard Assets folder due to potential compile order issues with non-C# scripts accessing the Sound System.
2. If you have not already done so, import the audio files for use in your project.
These will need to be placed in a Resources folder. An empty Resources folder is provided in the unity package. However, according to the Unity documentation, Resources folders can exist anywhere in the project hierarchy as long as they are correctly named.
3. Setup the XML resource file
The XML template is called SoundSystemXML. You can edit this file directly, or create a copy so that you have a template to refer to.
The XML file should be included in the same Resources folder as your Audio files. This ensures that it will be included when you build the scene. If it is not, you may encounter problems with the audio not playing when exporting your project as a standalone or web player build.
There are three kinds of objects that can be defined in the XML file (I can't display the XML correctly on the blog because the tags look like html and the text doesn't show up).
SoundEffects, which represent a single sound that is played once or looped (eg. Character noises, environment sounds, looping ambient tracks. Can also be used for music). This is basically a single sound clip.
SoundSets, which represent a set of related sounds that can be played randomly once or at set intervals (eg various similar gunshots or explosions, bird calls, lines of character dialogue that can be selected randomly for NPCs). This can have as many clip elements as you like. The numclips property must match the number of clips elements you have included.
SoundPairs, which represent sounds that have an 'initialisation' followed by an indefinite loop (eg. A car starting and then the engine idling for a random period of time). This has two clip elements – the first one listed will be the initialisation sound, and the second the looping sound.
For each object, name is the name you call the object by using sound system functions, and clip refers to the import name of the clip in the Unity Inspector. Keeping these things distinct can be useful if you are using effects from various sources and need to keep track of attribution. All of the name properties you assign must be unique, or the system will not be able to load the sounds correctly.
There can be as many SoundEffects, SoundPairs and SoundSets as you like within the XML file, and they can be placed in any order within the SoundScape.
Using the SoundSystem methods
In order to use the SoundSystem methods, you will first need to place the SoundSystem prefab somewhere in your scene.
In the inspector, you will need to change the public variable XMLFilePath on the prefab to reflect the location in the project of your XML file. The default example is Assets/Standard Assets/Resources/SoundSystemXML.
SoundSystem methods are called from any script in the same scene as follows:
SoundSystem.methodName(“soundName”, objToPlayAt);
where soundName is a string and objToPlayAt is a gameObject (in most cases this will be the gameObject attached to the script you are calling the sound system from.
Some methods are overloaded to allow the user to specify volume as well. In later iterations, these will be further extended to provide finer control over how the sounds play.
The functions available in the current build of the SoundSystem are
playOnce(String Name, GameObject Caller)
This plays a one shot sound using Unity's playClipAtPoint() functionality and can be called on any clip loaded into the sound system, even ones contained within a SoundSet or SoundPair.
play(String Name, GameObject Caller)
play(String Name, GameObject Caller, float volume)
These play the sound object with the specified name once and parent it to the Caller object. Can be called for any kind of the three sound objects.
startLooping(String Name, GameObject Caller)
startLooping(String Name, GameObject Caller, float volume)
These start the sound object with the specified name looping and parent it to the Caller object. Can be called for any kind of sound object.
stopLooping(String Name, GameObject Caller)
This will stop the named clip from playing, and turn off looping. Can be used to cut a playing sound short if required. Can be called for any kind of sound object.
playAtInterval(String Name, GameObject Caller, float interval)
playAtInterval(String Name, GameObject Caller, float minInterval, float maxInterval)
playAtInterval(String Name, GameObject Caller, float minInterval, float maxInterval, float volume)
This will start the named SoundSet playing a random clip at the specified interval, or at a random interval between the specified max and min intervals. Can currently only be called for a SoundSet object, a SoundEffect or SoundPair will simply do nothing and log a SoundSystem warning.
I will upload and post a link to the current version of the Unity Package, so if anyone wants to play with it they can. I will also be updating this documentation as I further develop the system - it's still very much in the early stages.
Saturday, May 29, 2010
Also also
There's a new mode though!
Codespam
News from the northern front, at last! Also: using SWC files with Flixel in Flex Builder 3
[Embed(source = "data/bg2.png")] protected var ImgBG2:Class;
// needed for processing bitmapdata
import flash.utils.getQualifiedSuperclassName;
if(!checkBitmapCache(key))
{
//--------CHANGED CODE FOR PROCESSING BITMAPDATA FILES CONTAINED IN AN SWC
/*replaces/adds to the following line:
_cache[key] = (new Graphic).bitmapData;
code found at http://flixel.org/forums/index.php?topic=628.msg4563#msg4563
thanks to flixel forum user L_O_J*/
var classType:String = getQualifiedSuperclassName(Graphic);
if (classType.indexOf("BitmapData") == -1)
{
_cache[key] = (new Graphic).bitmapData;
}
else
{
_cache[key] = new Graphic(0, 0);
}
//---------------------------------------
if(Reverse) needReverse = true;
}
Friday, May 14, 2010
For certain values of progress
Friday, May 7, 2010
Implements
The current version of the sound system is now active in Blockets, Bullet, and the non-GFS project Migration. It went straight into both Blockets and Bullet with no real problems, and the coder on the Migration Project (Michael the Machine) is currently working to allow the system to talk to the gameplay engine he's written (most of which sits outside Unity and interfaces with the scene through a single class).
There was some good feedback from my fellow developers about what other kinds of functions they would like to see in the system, as well, which I diligently wrote down on my list.
I also had a chat to the Islands team about sound for their game, and this was what really got me thinking - their game has five unique areas with distinct soundscapes, which means I need a bigger and more complex class structure to contain this stuff and allow things to be called when required.
Without further ado, this is a list of ideas that I will be considering for the next build of the sound system, in no particular order.
- functions to fade sounds in and out and set volume
- functions to set up sounds that need to be attached to gameObjects (and possibly functions to kill them if they are no longer needed)
- "Sound Scape" objects, which contain all the sounds for a specific area of the game, with master play, stop and fade functions
- "Sound Sets", which contain arrays of related sounds (eg. various similar explosion sounds), so you could do things like this:
- play the sounds from the array in a set or random order at a set or random interval
- play a random one-shot sound from the set
That's my thinking so far, and what I will be working on with regard to the sound system over the next week or so. Other suggestions for useful things to do with sound are most welcome!
Sunday, May 2, 2010
Who put this milestone here? I could have tripped!
Sunday, April 25, 2010
Bang! (Clay pigeons are fuckers)
Tuesday, April 20, 2010
Quiet in here, isn't it?
Net result: I got almost nothing ticked off my list.
But I do now have a project plan and task list that stretches to the end of semester.
Hooray.
This week (Week the Seventh): mad rush to catch up and put myself back in a balanced position.
Right now: Going to sleep, because I need it.
Tuesday, April 13, 2010
Lists - Week the Sixth
Horse takes on Supanova
Wednesday, April 7, 2010
Make some noise about it
So, for those of you with no attention spans who require images, this is what I have been working on:
Part of the music for Bullet, so far. This was based on my brief of 'epic strings' a la Hans Zimmer's work in The Dark Knight. It's scored for string orchestra plus timpani, bass and snare drum, and to be honest, it came out kinda Philip Glass (Philip Glass, Philip Glass, Philip Glass /music joke).
You can listen to a first musical 'sketch' of themes and ideas for Bullet here.
Bear in mind that the samples are the default output from Sibelius (the notation program, not the composer), and is kind of dodgy sounding. This will not be the final sound - it's just to give an idea of the harmonic structure and the kinds of motifs I want to layer in the music.
I'm fond of that triplet figure, even though it would be kind of horrible to play. Fortunately this won't be getting recorded, so I can fudge the samples as much as I like in Pro Tools. But in any case, Tyson and I have agreed that this first attempt is too dark for the game in question - Tyson pointed out that he felt like he should be killing kittens if this was in the background while he played. The next step, from where I'm standing, is to get rid of some of the heavier scoring in the bottom end and adjust the chord structure underscoring that top motif in the violins so that it's a little bit less edgy but still has a lot of depth.
Waiting to hear from the rest of the team before I make a move on this, though.
Next on the list was Islands:
Musical 'sketch' for Islands is here.
There's not as much stuff here, because it was really really easy for me to nail down the main motif. Going for that floaty Jo Hisaishi piano sound, a la Spirited Away. It accidentally ended up moving into 5/4 after those three introductory bars when I started noodling around with the chords on the piano, and it works really well because the extra beat gives it that slight lilt that emphasises the sense of air and flight.
I'll be eventually writing modulations, chord changes and variations on the theme (chords need work. I am not a pianist and I don't do interesting ones naturally), as well as instrumental parts to bring in and out, but this main motif will always be at the heart of it. This one I do want to record the parts for. On top of the piano, I want to write at least a sax part and a flute part, and maybe a guitar part. I am now wondering if I have any favours to call in from, say, horn players or oboists...
Anyway, I am still waiting to hear back from the team on this one.
My sound system is also making some progress, but I want to go back to focussing on implementing some more things in Horse, and writing music for it. I'd like to have a reasonable version of it ready for Supanova this weekend, so tomorrow is a Horse day.
Wednesday, March 31, 2010
Fuck screenshots...
Controls: Up and/or Down. That's it. That's all you get. Every time the mode changes, the effect of those two buttons changes. It's up to you to figure the rest out.
Iteration the Furst: this is the version that was presented as a prototype on Wednesday 24 March
Feedback was mostly on the pacing - changing to a different screen between modes really disrupted the gameplay, and it felt a little slow. It's also perhaps a little too hard.
Iteration the Next: this is the slightly updated version that was presented for more different feedbacks on the following Monday. Not much changed, really, except for pacing. The whole thing is kind of more hectic (and possibly confusing?)
Still probably too hard, harder than the previous version, because it's faster. Some useful stuff came out of the feedback session, most importantly that we need to nail down our target audience before we iterate more. There are also plans in the wings for more player feedback and clearer flagging of new game modes. Some complaints were made over the acceleration and drag on the character movement, too. I am currently in the process of stripping down the code base and turning it into a more modular system.
ALSO the text is off-centre and it bothers me. I will fix that at some point.
Tuesday, March 30, 2010
Target Practise
Week 6
Primary: Sound design breakdowns complete
Placeholder SFX implemented in projects
Secondary:
Story treatment roughs completed
Week 7
Primary:
Initial rough music concepts
Secondary:
Design documentation completed, if required by teams
Week 8
Primary:
Sound system initial version complete
Week 9
Primary:
Music concepts complete and locked in
Week 10
Primary:
Majority of SFX recorded/produced and in place
Week 11
Primary:
Sound system final version complete
Week 12
Primary:
Music composition and production complete
Going solo, update
Mostly copied and pasted from my individual contract for this semester, but it helps me to put it up here.
Primary Goals
Sound Design
I will write sound design breakdowns for at least 3 – 4 projects (initially I am thinking for Horse, Bullet, Lantern and Islands), if not all of them. This includes lists of sound effects required, brief documents discussing the choices made in the sound design and the intended impact of sound and music on the player.
Sound Programming
I will build and maintain a sound system for use in Unity projects to streamline the inclusion of sound in the game. This is dependent on the nature of each game, whether the sound needs to be simulated in 3D space or not, and the needs of the separate teams.
I am still unclear as to the exact nature of this system. I am hoping that over the next week with some more feedback I will be able to define the problem better and start building a solution.
Music Composition/Effects Production
I will be composing most, if not all, of the music for Horse. This will include different tunes with various arrangements and styles for different stages of the game. While initially the music should have an 8-bit feel to match the retro look of the game, it should change frequently and drastically, in accordance with the subversive nature of the game design.
I have also been asked to compose the music for Bullet. The current music direction suggested is something on the lines of 'epic strings'.
I am keen to compose music for Islands, as this would allow me to explore a slightly different realm of composition – rather than music that is based specifically on the visuals or the theme of the game, Islands requires music that evokes a specific emotional reaction in the player.
Over the course of the projects, I will build up a library of sound effects based on the sound design for each game. Some of these may be generated using synths or tools such as SFXR, others will be Foley and general effects recorded at my home studio or sourced from various free sound effects libraries.
Secondary Goals
Story treatments
Subject to the desires of the core teams, I will be assisting with the development of narrative contexts for the Lantern and Islands projects. If this goes ahead, I will be writing story treatments for both games that form part of the overall design and inform the use of the gameplay mechanics involved.
Design Documentation
This is less of an individual focus and more of an element of the overall group design work. I am including it here because I have a specific interest in synthesising design ideas into a clear written format that effectively communicates the core concept of a project. I would like to use my writing abilities to help teams bring their ideas together into a cohesive whole that can be used for reference during development.
I will put my scheduling goals in a separate post, so that I don't get tl;dr problems when I need to refer back to them.
Friday, March 26, 2010
The Prototype - Retrospective
I think, overall, it went pretty well. Everyone had something to show that answered some of the questions raised by the pitches, and the feedback and criticism given was generally constructive and meaningful.
The presentation of Fishman didn't go too poorly. I was of course disappointed that I wasn't able to demonstrate it clearly, but the reception of my explanation was not received as harshly as I might have expected. I think a large part of the problems that occurred with the prototype of Fishman was that Henrik and I were trying to tackle the prototyping of two games with just the two of us, while other teams were focussing on a single game or spreading the workload to more team members (the work for Lantern and Islands, collectively, was split between four people).
The key problem, however, was the inability of ordinary keyboard interaction to accurately demonstrate the gameplay mechanic. Fishman is something of an input gimmick game (this is not strictly a bad thing), and it really doesn't work without the mic input. I had put together a very simple demonstration in processing of how the volume information from the input could be used to raise and lower the height of a bar, but unfortunately the microphones on the lab computers weren't working.
The net result is that Henrik and I have decided to put Fishman on the backburner at this point. We are not giving up completely on the idea, and I for one still think it has the potential to be an interesting game, but I don't want to sink time solely into trying to get the code the input analysis to work properly when I could be developing something that I know we have already proven.
The presentation of Horse, on the other hand, was fairly successful. I think the prototype helped us towards answering the question about timing - there was some pertinent feedback given on this, particularly that the game should continue running when the player gets an alert that the gameplay is about to change. It was also recommended that we make the different stages more distinct, which I know was something Henrik had been planning on anyway. Over the weekend, I will be working on passing the game information between the gameplay states so that the player's experience of the game doesn't get put on hold when the state changes, while Henrik will be developing more art and designs.
We'll also both be tinkering around with writing some silly dinky 8bit music to put into the prototype, with musagi (I will probably also faff around with midi data in Pro Tools).
With regard to other people's prototypes, there was some really nice work demonstrated - some in particular that I would like to be involved in the initial design and writing stages of, as long as the core team members are willing to have me on board. I'll probably be sending out a few emails with more detail to this effect.
That's all I can think of that needs to be addressed for now. I am of course working out my individual contract to deliver to Matt by the end of the day.
Sunday, March 21, 2010
Going solo
Finally getting around to blogging about my individual role for this semester's projects, so that all of you (my current developers-in-arms) what's going on, and what you can ask me for if you need it.
The way I am currently thinking about it, the role of sound in these projects can be broken down into three areas:
1. Design
The decision-making process. This is really key to the what, if any, impact sound has on the way the player plays the game, and the player's impression of the game.
Off the top of my head, this is the sort of stuff I can work with people on, if you guys want my input:
- deciding where and if music or sound effects should be used
- picking and choosing the right kinds of sounds and the right places to use them
- what will they signify to the player?
- do they serve as feedback or stimulus?
- will the player be able to read them correctly?
2. Sound programming
I would really like to build some kind of simple system that everyone can use to easily organise and trigger sounds and music for their games (probably in Unity, since the majority of projects will be happening in that).
I haven't had a chance to think too deeply about this yet, and I would welcome feedback on the kind of system people would like in order to help them streamline the audio pipeline. How would you guys like to be able to handle sound in your scripting?
3. Composition/Recording
This one is slightly trickier. I am a little rusty in this area, and I am not sure how quickly I will be able to produce music and/or effects. At this stage, I'm going to say tentatively that I will do the music for two projects this semester. These are actually already pretty much set - I'd like to compose for Horse, because there is the potential for a lot of fun and silly chiptuning there, and Tyson has already lined me up to work on their Bullet game, so unless the projects get especially shuffled around these two are pretty much locked in.
That said, if people want me to record Foley or create SFX (or even come over to my place and do their own while I record), I am happy for this to be arranged.
Do let me know if you want this facility available to you as an option, because I need an excuse to go get a new mic + monitoring headphones, and I will need time to sort that out.
So, in a nutshell, get in touch if you want soundie stuff, kids.
Thursday, March 18, 2010
Brutality
It's shit.
It fails to communicate with the player, the interactions are unclear, it's clunky, and above all, it's boring and feels pointless. I know there are things missing, like a decent GUI and specific end states, but if the main mechanic feels like crap, then there's no point in dressing it up.
So. Failed experiment. Moving on to horse tomorrow, which I hope I can manage to not screw up.
Wednesday, March 17, 2010
The progress of fishman
To be honest, I'm not sure how well it's expressing the gameplay though. I know the theory of the mechanic is okay, but in practise it may well turn out to be a little lacking. Hmm.
Trying to nut out some better visual feedback for the player and tweak the feel of the gameplay now.
We are only going to spend at most another day on this before we move on to prototyping Horse in Flixel.
Illuminated thoughts
After the pitch we had a quick discussion about the two ideas, the key point being of course that they approach the same idea (the rather obvious duality of light and darkness), but from opposite ends - while his character emanates light, mine draws in darkness.
There didn't seem to be a way to comfortably reconcile these two concepts in the already quite well-defined character of Zac's lantern guy, so this is where the idea developed of having two characters with distinct abilities who have to help each other through the environment. As evident in Zac, Amjad and Cameron's blogs, they are rapidly progressing and solidifying the concept - I particularly like the idea they have developed of the dark character taking a slightly less human/solid form and being able to climb and jump to areas Lantern Guy can't, and it opens up more scope for puzzle elements than were available to either of the characters individually.
I do think it would be nice to keep the lantern as a linking motif between the characters - possibly as something they have to pass back and forth and use in different ways in order to solve puzzles (in the hands of Lantern guy, it emanates light, whereas in the hands of the dark character it draws in the darkness). On a different tack, if the two characters are made completely distinct, it might be worth keeping our minds open to the possibility of the game working as a two-player co-op experience, but I don't think it really needs to be considered for the purposes of the prototype.
As it stands, I am perfectly happy to step back from the design and development of the Lantern game at this stage unless my input is specifically requested. I think these guys are doing a stellar job and taking the gameplay in an interesting direction.
Tuesday, March 16, 2010
Technorage
Net result: I am behind in my work. This is something of a concern, particularly when I look around and see the amount and quality of work that other people have already achieved. It is time, therefore, to start pouring out that bottle of midnight oil into the lamp. So it begins, and so, I suspect, will continue - the next week will set the rhythm for the semester, and probably the year. Not what I would call an auspicious start, but we take what we can get.
Anyway, so. Here is my current complete trainwreck of a prototype on Dropbox, to be updated as frequently as I am able. There are grey things. They move. They move slightly differently if you press keys. It's a... well, it's a thing.
I suppose.
http://dl.dropbox.com/u/2512414/3114GFS/fishman2.zip
Sunday, March 14, 2010
And so it begins
First off, after a quick chat with Henrik, we decided to go ahead and work in Fishman in Unity, because we can use this FMOD plugin, which will be necessary for sound manipulation and analysis (more on this when I've looked into it in more detail). Horse, however, will be developed as a flash game, with the Flixel library in Adobe's Flex Builder.
The aim now is to get a functioning game working in Unity, with a variety of grey boxes to represent in-game objects and, at this stage, key presses in place of loud/soft sounds.
Tasks I'm working on for Fishman (Horse to come later):
- set up scene, locked to 2D plane
- on key-press
- the moon moves/changes direction/changes speed
- the fisherman's boat moves/changes speed
- win state when fisherman reaches shore
- loss state when moon gets too close (boat 'capsizes')
More as it comes to hand.
Friday, March 12, 2010
The Pitch - Retrospective
I think the net outcome was successful, but the process was incredibly wearing, and perhaps this is because it was not entirely what I expected. I felt that we had all worked too individually, and I think the game ideas we were pitching were, on the whole, too complete. The result was what I like to think of as the ownership problem - there was a sense that each pitch idea belonged specifically to the person who had pitched it.
The following session of picking and choosing the games we were going to prototype was therefore very difficult, because the language we were using lent itself to the description of the games by the name of the originator. It was difficult to separate which game we wanted to make from the idea of whose game we wanted to make. That said, I think the whole class managed this quite well in the end, and I think we have a good range of interesting and diverse prototypes to work on at this stage.
Vis-a-vis my individual experience of the pitch, I will say that I wasn't happy with it. In my impeccable 20/20 hindsight, it may have better not to include Threadsuns in my pitch. In my head, it was a very malleable idea that I just wanted to put out there for kicks, and I was hoping for maybe a little more interaction and back-and-forth during the pitch session (see above re: possession problem). Again, I think everyone was too shy to put their own spin on something that was being presented as 'my' idea and 'my' game.
Alternatively, they thought it was a stupid idea (never ever rule this out. Everyone has stupid ideas. The important part is always seeking feedback so you can tell the difference).
I also don't think I really managed to accurately convey of my ideas with the possible exception of the fisherman and the moon, because it was dead simple (an interesting note: Henrik correctly cottoned on that I had been thinking of Hemingway's The Old Man and the Sea. Nobody, however, managed to pick up the loose parallels to Terry Pratchett's Nation.)
So, hm. I suppose all of this adds up to the fact that I would have preferred a more open pitching session - something with a little more trading of ideas, and less fully-formed concepts coming from each individual. This point, of course, is moot, because that process will inevitably take place over the semester as development progresses.
My thoughts on the whole thing, anyway. I think we're doing pretty well though.
Tuesday, March 9, 2010
Game Concept 5 - The Fisherman and the Moon
Knee-deep in slippery silver bodies, he reaches for his oars - and to his dismay, finds them missing! Frantically, he casts about in the boat for them, but they are nowhere to be seen. They must, he thinks, have slipped out of the oarlocks and overboard while he was busy pulling in the nets. He reaches over the sides of the boat, in a vain attempt to paddle back to shore with his hands, but with the weight of the fish, he can't even budge it.
The storm is encroaching at a frightening pace now; the fisherman can see high, white-capped waves rolling towards him. With no practical solution in sight, he looks up at the moon and utters a soft, crooning, sing-song prayer for safety. To his surprise, his prayer is heard - the moon seems to drift coyly a little closer, and he feels the unmistakeable surge of the tide beneath his boat. He laughs and sings the soft, lilting prayer again - and the tide pulls stronger.
Delighted, he calls to the moon, flattering and praising her. She gets closer and closer and now the tide becomes wild and uncontrolled, and he is sent sprawling back onto the pile of fish in his boat, on the verge of capsizing. He flushes with anger and changes his tune in an instant, yelling vulgarities and cursing her carelessness. She backs away into the sky and after a moment, the water is dead still.
The fisherman, however, is still far out from the shore, and the oncoming storm is closer and more threatening than ever. Overcome with penitence, he lowers his voice again and murmurs his apologies to the moon, drawing her back. Again, she comes too close, and again he sends her away - but his boat is now a little closer to shore. The fisherman smiles - he knows what to do now.
After an alternating sequence of soft, gentle cajoling, and violent screaming anger, the fisherman, exhausted, manages at last to bring his boat ashore, hauling it up with its precious silvery load onto the shore just as the first drops of rain strike on the sand. He gives his thanks to the moon and unloads the fish into a wooden bucket - and much to his surprise, nestled lengthways in the bottom of his boat, are the two mysterious disappearing oars.
With one last screaming curse, he makes his way up the hill in the pouring rain.
Monday, March 8, 2010
Game Concept 4 - You're in a box
You're in a box. A glass box. It's not much bigger than a person. You can move a little in the box - back and forth, bumping against the glass. The glass is so thick and heavy, the box doesn't budge. Outside the box, there's a breathtakingly beautiful world. You can see it, but you can't reach it, you can't hear it. You have to get there. You have to get out of the box.
You hurl yourself against the glass. You punch and kick and beat your head against it, to no avail. The box doesn't even move. You don't even leave a mark on the glass. Maybe you slump against the wall now - fall down, sob a little. You want to get out but you can't. You can't reach this beautiful world that seems just a hand's breadth away.
You get mad. Mad like a captive animal. You know no-one can hear you in here, but you have to get it out, and you scream. Loud and long and visceral and the more you yell, the more you want to yell. You are so caught up in the noise and the rage that you don't notice the box vibrating with the volume - at least, until it shatters.
The glass goes everywhere, bursting outwards away from you. You cower a moment in the wreckage as the pieces rain down around you.
When you look up, you aren't standing where you expected to be. You aren't standing in that sublime world that surrounded the box. But you can still see it. It's ahead of you, and above. In a blind fervour, you leap towards it, and tumble into space. You fall, surely to your doom. But the horrible sensation of the free-fall is broken surprisingly quickly as you crash land... into the wreckage of the box. You don't know how you got to be above it, but you're thankful for the absence of a grisly death.
Out in the empty space between you and the beautiful world, there are more boxes and other glass contrivances of all shapes and colours and sizes - drifting gently from side to side in an invisible aether, and all of them too far for you to reach easily. Infuriated again, you swear out loud; to your surprise, some of the boxes pop and shatter into a powdery mist. New ones coalesce from the pieces, and you are in luck: some of these are close enough to leap onto.
You step lightly from one glass creation to another, and happily begin humming a little tune. At the sound of your voice, the bridge beneath you collapses into nothing and re-condenses as a large Klein bottle, further up. With a gasp that causes an effigy of a kitten to shatter and shift downwards into a jellyfish, you manage to catch onto the rim of a passing bowl and haul yourself to relative safety.
You've figured it out, now - it's the sound that does it (took you long enough). Different pitches affect different coloured objects, and the volume dictates where they move in the space. Happily, and with more than a little trial-and-error and occasional dramatic falls, you make your way upwards and forwards, singing, whistling, yelling and cajoling the objects into position.
The beautiful, exquisite world is in reach. You can hear the sounds, taste the air. You step forwards off your last glass elevator and... bump into a wall. Startled, you stumble backwards - and bump into a wall.
You're in a box.
Mirror's Edge DLC, for visual reference.
Game Concept 3 - Hyperacusis
Working Title: Hyperacusis
Genre: First-person puzzle/adventure (somewhere between Myst and Half-Life?)
Platform: Unity Web/PC
First-person, 3D
Core concept/s:
- imagine any first-person shooting game that involves killing hostile or dangerous aliens
- what if you couldn't see them, couldn't touch them, didn't know how to hurt them - because all they are is a sound?
- either a desert or an arctic environment - an open space the player can explore with some signs of civilisation
- the player's "home base" is a research station of some variety (more than a little generic, there) where they return to replenish their health etc
- the whole area is completely abandoned and devoid of life
- the only signs of people are abandoned belongings and homes, and the occasional corpse for good measure
- the player is alone in the environment, which they have to explore at first
- they will come across non-corporeal 'sound creatures' who are embodied by noises which are severely harming to the player character
- the player must explore, find items, and progressively discover how to destroy the sound creatures
- overall goal is to wipe them out completely from the gameplay area
- there are a variety of different sound creatures in the area, which have different effects on the player character and different weaknesess the player can exploit
- the creatures are limited to different 'zones' - most of them do not move around, so the player can remember their locations
- when the player enters the zone around a creature, they will first hear a warning sound that indicates an enemy is nearby (eg/ a high-pitched, grating whine). The nature of this sound may give a clue as to the sound generated by the creature
- when the character is exposed to a creature, s/he loses health and the player may not be able to fully control the character's movement
- the creatures can only be defeated with sound
- the character's main 'weapon' is a handheld sound recorder and playback device
- at the research station, the character has a very simple interface to be able to record and mix sounds from elements in the environment
- the correct combinations of sound played back at the creature will destroy it
- when a creature is destroyed, the zone it inhabited becomes completely 'dead': there is no atmos, and any player-character created sounds are almost inaudible - as if the creature sucked the sound out of the area as it died
- initially, the only item the player has is a pair of earmuffs. These cut out the sound of the creature and reduce the health loss experienced by the player character
- however, they inhibit the player's ability to respond to the creature - the sounds the creatures make are cyclic and pulsing in nature, and the player must record starting on a pulse, or the recording will be useless
- the earmuffs can only be used to allow the player to explore some areas in relative safety - however, they are completely ineffectual against some of the more powerful creatures, who can pierce through them
Obstacles/game elements:
- some creatures can be temporarily stopped by the character making noise (stomping, clapping, vocalising), but this will not destroy them
- some creatures can be destroyed simply by being played back at themselves (a more extreme version of holding up a mirror to an animal to make it aggressive)
- others are not so simple
- for some, the sound must be manipulated in some fashion
- for others, the sound cannot be properly recorded, and must be synthesized using elements from the environment, character vocalisations etc
- the way the player character responds to the sound can be a clue about how to defeat it
- if the character becomes hyperactive and frantic (camera shake, over- sensitivy to controls), the sound needs to be slowed down to defeat the creature
- if the character becomes slow and dull (blurring vision, reduced sensitivy to controls), the sound needs to be sped up to defeat the creature
- if the character becomes disoriented (inverted controls), the sound needs to be played backwards to defeat the creature
- Obviously the entire premise of the game is based around the use of sound and the player learning how to respond to sound instead of visuals
- there would be no background music - the soundscape would be comprised of atmos and ambient noise
- no animal or human sounds except the player and things left behind by the researchers to add to the story and mood
- obviously this would require some more complex first-person character animations
- however, the environment and animations could be simplified to be more stylised
- since the use of sound in the game is not entirely realistic or physically accurate, the player may be more inclined to accept less realistic graphics - though this may detract from the strangeness of the situation with which the player is faced
Potential problems/other issues of interest:
- There are so many problems with this idea like you would not believe
- As mentioned, the project is far too ambitious for the time allowed
- I think the core concept is solid but I am not happy with the specifics of gameplay - they seem both lacking and overly contrived
- the concept of the earmuffs to allow the player to move around in a less inhibited way is good, but doesn't cohere well with the other ideas about recording/playback
- earmuffs could be replaced with simply the character putting their hands over their ears - during which, of course, they can't perform any other actions except movement through the environment
- also toyed with the idea of a sinewave generator, with the player trying to match the core frequency of the creature - possibility of finding multiple 'weapons' as in a traditional FPS