Heart of Decay

At the HTW Berlin, the International Media and Informatics master has room for up to two bigger interdisciplinary projects. It probably doesn’t surprise anybody that I chose to work with the game design course on both occasions. I’ll make a blog post about the second project later, but for now our trip down memory lane brings us to: Heart of Decay, a 3D person shooter with a skill system, but sadly we never really got that far. Here is a gameplay video of the slice we were working on:

Heart of Decay Gameplay

Credits:

  • Tobias Wehrum: Programming
  • Romano Grasnick: Enemy Concept, 3D Art
  • Jean-Emily Fleck: 3D Art
  • Daria Döpper: Level Design
  • Tim Höregott: Game Design, Team Lead
  • Jennifer Ludwig: Character Modeling, Animation
  • Lisa Krummen: Art Direction, Concept Art

Retcon: A Multi-Round Game Which Records & Replays Your Moves

Over two years ago, a theme in university was action recording/replaying, and instead of doing a boring text editing app to demonstrate this, I made a game. Introducing:

Each round your previous actions are replayed,
but your and your enemy’s actions will change the
outcomes of previous moves by placing new tokens.

You can play the game in your browser or download the Android APK.

Retcon: A Multi-Round Game Which Records & Replays Your Moves

I think the concept is quite intriguing, but the current execution is flawed. Currently, the tokens of the current starting player start first which leads to fluctuating patterns. Also, no matter how experienced you are in the game, you still cannot beat new players who grasp the concept by a significant score and even you pull of a cool move that should get you in the lead, it often doesn’t really matter much.

What I really like though is being the starting player in a round can both be an advantage and a disadvantage: You will move first and can force the second player to defend a certain position, but in certain situations you might need to defend an important position before the other player moves to attack there – and then the other player obviously will place somewhere else.

Anyway, long story short: I might make another game based on the recording/replaying multi-round concept in the future and I sure hope that one will be a lot more fun. More years of experience have to be good for something, right?

Retcon was made by me, with assets by:

Connector

Here’s a thing that I did at my last Mini Jam. I originally had this idea for the last Ludum Dare (theme: Entire Game on One Screen) and since I dropped out of that, I did it now.

Connector

Rotate the center and the bubbles coming in to connect same-colored bubbles.

Survive with as many points as possible!

Play in the Webplayer or on Android.

Credits:

Electric Finger Jousting – A MaKey MaKey Game

At the November Mini Game Jam (for which we had over 100 participants, wow!) I made my first experiments ever with the MaKey MaKey, an Arduino-based kit that measures when a circuit is closed – even through very high resistance like a chain of people holding hands. My game is less about hand-holding though, and more about poking your opponent’s hand with a pen-lance. Enter Electric Finger Jousting!

electric-finger-jousting-title

Take your pen-lance! Get ready, and… fight!
Poke the other player before they poke you!

But beware, don’t touch them before
you hear “fight”, or it’ll be a foul…

Electric Finger Jousting

Electric Finger Jousting Berlin Mini Jam Game

It’s not all fun and sunshine though: The game is a rather repetitive. I hoped to get a fencing kind of game, but it is really hard to balance the distance so it’s neither too easy to hit nor unreachable. Moving while touching the copper wire (which ensures that the right distance is being kept) isn’t easy, so you aren’t very flexible. That leads to very short distance jabs that are nearly impossible to react to and each round was pretty short. Despite that, fun was definitely had while developing and playtesting!

PS: When you do something like this, have water nearby to regularly dip everything into which will make circuit contact for a very short time. Water improves the conductivity so much.

Credits:

An EyeTracker Perspective Experiment

A month ago at the last Berlin Mini Game Jam, I set out to experiment and get acquainted with the Tobii EyeX which can track where your eyes are – and more importantly, where exactly you look on the screen. The obvious thing would be to use that gaze tracking, but out of ideas and inspired by Amazon Fire Dynamic Perspective, I tried to use the actual eye tracking to make the monitor behave like a window into a real-life scene.

An EyeTracker Perspective Experiment

EyeTracker Perspective Experiment

Download for Windows!

My goal was to create the illusion of actual 3D, but maybe due to my scene not being very exciting that turned out rather boring. It looked a bit more interesting once I dropped the “real-life window” idea and made it more a “choose your perspective with head movement” control by exaggerating the movement. By then, I had only half an hour left and no gameplay, so I did the obvious: I added polka and bouncing balls that shoot where you look! Maybe it could have been an interesting horror game with good assets and actual gameplay – although for an immersive perspective horror game, I would probably rather use an Oculus Rift.

And man, it’s hard to come up with good ideas for this device. While eye tracking is widely established for user testing, it’s rather new when it comes to being used in games themselves. I certainly don’t make it easier for myself with my rules for experiments with new technology:

  1. The new technology must be used for a part of the core gameplay.
  2. The benefits (e.g. immersion, precision, ease of use, unique aspects) of using the new technology over traditional technology must outweigh the disadvantages for the intended purpose.

Eye trackers seems to be more suited for passive or highly situative supporting roles – targeting, for example, seems to be easier and more precisely done with a joystick or a mouse for most purposes. But by now, I have a really cool idea that I want to experiment with next time. Can’t wait until I get a new laptop with USB3 so I can try my hand at eye tracking again!

Credits:

A Light in the Darkness – Co-Op Online Multiplayer Game Made in ~52 hours

A few weeks ago, I participated in the Ludum Dare 30. The theme was “Connected Worlds”, and I thought “Hey, nevermind that I never made an online multiplayer game before, I should totally try to make one in 48 hours!” Unexpectedly, it actually turned out pretty great – you can read more about that in my postmortem if you’d like to. And below you can find the ~52 hour post-compo version with a few bugfixes and sound effects!

You are flame bearers, braving the darkness,
carrying letters and escorting travellers
through the eternal darkness between
the mountains to the south and
the sea kingdom to the north.

Overcome obstacles. Carry the torch on. Work together.

Go north. Ignore sounds in the dark.

And most importantly: Don’t let the flame die.

Send the link to a friend, and play it in your browser with the Unity plugin!

Download it for Windows, Linux or Mac!

Here is a video with clips of lots of people playing it on dvcolgan’s stream:

A Light in the Darkness – Co-Op Online Multiplayer Ludum Dare Game

Used Assets:

Hungry Crocodile: An experiment with webcam/marker-based interfaces

For the July Berlin Mini Jam, I experimented with the input interface. Turns out a cardboard contraption with fiducial markers and Unity3D + NyARToolkit on the software side makes for a fun crocodile maw control system! I didn’t finish the game (you can’t win or lose, you can’t even score), so I declared it a story-focused artgame. That’s how it works, right?

Hungry Crocodile

The crocodile is hungry and wants to eat,
but despite all the food, it can’t!

Because of explosions.

Moral of the story:
Explosions make everything better.

Play in your browser!

Download for Windows!

You’ll need these two markers: Hiro and WD (taken from here).
You’ll also need cardboard to build the maw.

(If you’re wondering why I didn’t use the standard Hiro & Kanji markers –
I just took what was lying around from earlier experiments.)

Despite being unfinished, it was a lot of fun to present:

Hungry Crocodile: An experiment with webcam/marker-based interfaces

Here’s a more detailed look at the cardboard maw:

Fiducial markers to find the positions of the upper/lower jars.
Nom nom!

Credits:

Screamy Bird, A Yelling Game Prototype For A Small Crowd

It seems like everyone and their dog has made a Flappy Bird clone by now, but so far I just didn’t feel inspired. That changed at this Mini Game Jam: I wanted to make a game with audio control (which I had tried before) and needed simple gameplay for it – and then I realized that a scrolling avoider-type would fit perfectly. So without further ado, this is how Flappy Bird might have played like if it was made by the GNILLEY developer:

Screamy Bird

Screamy Bird, A Yelling Game Prototype For A Small Crowd

Yell to make the bird fly up,
be silent to make it fly down.

Fun for the whole family AND the neighbors,
even if they aren’t in the same room!

Play in your browser!

Download for Windows!

I don’t know where people could possibly play this game without bothering anybody, but it was a big success fun-wise and was well received in the presentations. My favourite part is that it’s easily playable with crowds!

(And it would probably be perfect on smartphones, haha.)

Credits:

  • Programming: Tobias Wehrum
  • Font: GemFonts

Thanks to:

  • The stars of the video! If you want to be named and/or want to have a link here, please tell me!
  • Huel Fuchsberger for helping me with the video editing!

Apologies to:

  • Anybody who was sharing a room with me while I was developing this. I’m so very, very sorry.

 

And now, because social media websites love pictures when linking, here’s a picture. You’re welcome, social media websites.

Red Ball, Blue Ball

This jam, I didn’t even really want I’d participate and instead just sit around and talk to people, but two hours in I was like “Everyone around me is busy, so let’s make something too!”. I only had 6 hours left and no concept, but it’s not like that ever stopped me…

Red Ball, Blue Ball

Bounce your ball back and forth!
Build walls at the right moment!
Claim the star once and for all!

(You’ll need two XBox 360 controllers.)

Controls:
Left/Right Stick: Play your diamonds.
Left or Right Back Button: Place a wall. (Has a cooldown.)

Play in your browser!

Download for Windows!

Red Ball, Blue Ball

Credits:

 

Together We Will Survive: A Cooperative Game For Two Players With Red/Red And Cyan/Cyan Glasses

A week ago, we had our February Mini Game Jam. One of the themes was “local multiplayer”, which perfectly fit the idea that I already had before arriving at the jam: Cutting up some anaglyph glasses to make red/red and cyan/cyan glasses and then make a multiplayer game where each player can only see half of the content.

Shoot all monsters of your color. Don’t let them touch you.
Your friend does the same.

Easy enough so far? Good.
Because you’ll also wear glasses in your color,
which means you can’t see your enemies at all!

A cooperative game about focus, teamwork, communication and fast reflexes –
for two players with red/red and cyan/cyan glasses and XBox360 controllers.

Play in your browser with the Unity Webplayer!
Download it for Windows!

Also, have some videos about how it works:

Together We Will Survive (Intro & Both Perspectives)

Together We Will Survive (Cyan Glasses)

Together We Will Survive (Red Glasses)

So – how does it work?

…surprisingly well! No really. But if you really don’t want to watch the first video, here’s how:

The yellow player fights the yellow monsters – he can’t interact with blue at all.

He wears red/red glasses though, and can’t see yellow at all…

…but if the blue player points his beam at one of the yellow monsters, the beam is BEHIND the monster, so it looks like this:

And now the yellow players knows where the monster is and can shoot it! All that remains now is good communication between the players and fast reflexes.

If you want to see it in action, you can watch this video.

The red/red and cyan/cyan glasses worked surprisingly well in extinguishing every single trace of yellow and cyan respectively, even in a projected image! (And in case you’re wondering, red images didn’t work, there were still faint ghost images.)

I really like how the game plays out. It’s interesting to see how people grow increasingly accustomed to playing it. Most start not talking at all and die a lot. Others focus solely on identifying the monsters for their partner and then die because they didn’t shoot their own enemies. Then, slowly, they start talking to each other: “There’s a monster here!”, “One there.”, “Move left! Left! Okay, you got it.” And later on some well-rehearsed teams start playing silently again for the most part, quickly finding the enemies their partner is pointing at.

I might visit the colored glasses mechanics again at a later jam.

Credits