Whistle Your Way Through A Cave in: Hyper Bat Simulator 2018!

A few weeks ago was the end of January, and many game developers know what that means: It’s time for yet another Global Game Jam! The GGJ is a world-wide event with hundreds of locations where people meet for 48 hours of rapid game development.

This year’s theme was “Waves”, and I found myself in a team where I didn’t know a single person – which is always challenging, but also fun! The development went nearly without any hitches and I’m really content with our result:

In the game, you are a bat flying through a cave looking for its bat pups so you can go hunting. The cave is dark and the pups are tiny, so you use your echolocation to see and hope the pups answer. You steer with the gamepad – but to use the echolocation, you have to whistle into a microphone! (Like the title suggests, this is definitely the latest in bat simulation technology.)

Here’s a video of our presentation after the GGJ (starts at 0:29):

Global Game Jam Berlin 2017 Presentations - Bat Simulator 2018

 

And a small trailer video Emily and Caroline made:

Hyper Bat Simulator 2018

 

The game and its source code is available at its Global Game Jam entry page.

Before I talk a little more about the development, here’s the team:

We also used some assets:

Okay, on to the development! This time (and very atypical for me), the concept was rather simple. A single player game with no really hard development challenges – well, that leaves more room for polish, and sounds just right for 48 hours!

This was also one of the few times where the game design didn’t change much over the course of the weekend. Everything just worked. In the end, we actually finished the game with all the features we wanted! We even removed some features we already implemented because they made the game less accessible and weren’t as much fun as we had imagined: Dizzyness when the bat crashed into a wall, and not being able to call out to children when there’s a wall in the way. We also wanted to add monsters that follow sound, but in the end the game turned out to be plenty fun without the added complications, so we decided not to go that route.

The microphone implementation was incredibly easy, more so because this isn’t my first microphone controlled game. I just had to sample the input volume and detects peaks.

First I wanted to do the echolocation waves via shaders, but that that would’ve taken some time. Then I remembered something I learnt about in a Pluralsight video tutorial just a few weeks ago: Light Cookies, which allow you to put shadow masks on Unity3D lights. The final echolocation waves are just multiple spotlights with a circular light cookie mask shining from above, and the angle gets progressively bigger. That way it “runs” across obstacles and scales walls and stalagmites instead of just looking like it’s two-dimensional shape projected from above. The effect is a bit hard to describe, but you can see it quite often in the videos linked above.

I am really happy with our result! Thanks a lot to my team for being the best team – and to the location organizers and the Global Game Jam team who made it possible for us to jam without worrying too much about such mundane things as work space or food!

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.

Whistling a merry tune for this months EGP: Dragonflute

Finally, Dragonflute is finished! In this game, made for the Experimental Gameplay Project “ZERO BUTTONS” theme, you control this cute little fellow:
(<– Click the dragon to download the Windows release)

As the theme of this month’s EGP and the name suggest, you don’t do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one. :)

The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons).

I’m ambivalent how this one came out. Gameplay-wise it is not top-notch, and the pitch is often off (especially when not using an instrument), on the other side I think that it shows the key-concept rather well.

I guess I’m (heavily) over 7 days, I didn’t always work day-to-day and didn’t count the time – but since the topic “pitch recognition” wasn’t too easy and required some fiddling with calibration and configuration, not to speak about the keyless interface, the overtime is understandable I guess.

The pitch recognition itself is working fairly well – good enough for a prototype, though I would’ve hoped that it worked better with humming. Oh, well.

For this game I used C++ with my beloved SFML and FMOD as sound framework.

For those interested, here is the source code in form of an Eclipse CDT Project: Source Code (New BSD License).