Smoke
A long while back I started planning a rather unoriginal metroidvania game, in part because I had nothing else to do with my spare time and in part since I have always liked the genre and wanted to try doing something with it. After considering what I really had to add to the genre I put it on hold until Lyle in Cube Sector inspired me to approach it in a new way that was still very traditional; instead of moving blocks around, though, my game would revolve around using steam and gas with different properties. I had to postpone this project, but kept working on it every now and then until I just recently finished something of a playable demo.
I give you Smoke:
It is a very short demo considering the time it has been in production, less than an hour for the experienced action/exploration gamer, but hopefully it has some value.
Download OSX (Snow Leopard) version
I did everything but the sound myself, so it does not compare very well to other games in terms of visuals - on the bright side, I like to think I have learned something about painting during the time spent working with this project. Other than that, working on this game simultaneously with other projects using the FT engine has given me a lot of insight into code pragmatism; the clearer the target you have in the beginning of a project, the easier it is to write clean code quickly. No surprise there, but what did surprise me was how much easier the code written with a single purpose was to maintain - even though it was never written to be extended in the first place.
Working on Smoke takes a lot of time due to the complexity and traces of the initial lack of direction still found in the codebase, but also because the graphics took a lot more work than my earlier solo projects. Feedback on this demo and my own employment situation will determine where I take it from here, but if there is one thing I have learned it is that I need to get more people involved if this is to go much further.
A Jam and a Rant

Another iteration of Gotland Game Jam, this time I worked with artists Zenobia Homan and Jona Marklund to create the game Masquerade [download win32]
The theme of the jam was “the Play” and Masquerade is a top-down brawler where the participants are actors on a stage using costumes lying around to act out the roles of different kinds of warriors. In all honesty, this is design-wise not very different from simply picking up new weapons, but as we all wanted to make something complete innovation took a backseat to playability. It was a while since I last made a top-down brawler but what was really new for me was the basic AI of enemies with quickly changing abilities, luckily I did not need to worry about art so I had plenty of time to get it to a functional level. The end result is nothing spectacular, but a decent diversion if I may say so myself.
Some friends and acquaintances I have in the indie scene have told me that they usually do not go to these kinds of events to create games anymore, rather they just try to have a good time and meet people. I am starting to see why - not that I do not like making short games under pressure, but the tradeoffs you make are starting to become apparent. First of all, making a game in 40 hours can be a very demanding experience that you really have to prepare for and plan around, and fun as it is there are more enjoyable and productive things to spend your time on once you have done it a few times.
But also, there is some limit to what you can accomplish. I know a lot of people are championing rapid prototyping and I do not argue that it is a good way to create good games, I just do not think it is the only way. You can create great core mechanics in a short time, but for some ideas the greatness lies in the scope. The thing separating a great game from a poor one might be production values or long iteration times as well as a great core mechanic, and I think that by being short-sighted you can loose a lot of great ideas. Alec Holowka touched upon this awhile ago. I do not really buy into the whole “If a game idea is not fun after the first two hours of prototyping it needs to be scrapped” - mindset, it reminds me of the larger games industry, the impatient industry where books are written about the concept of the “elevator”-pitch.
In short, I think the amount of time we spend on being quick is staggering and it thus misses the point. Whether we are pitching a game to a publisher or trying to sell our own image as developers to the indie crowd I think the entire game development world could benefit from more wanting to create good games and less wanting everybody to know about them immediately.
… But then again, I guess there are a lot of people who are developing good games anonymously - we just do not see them.
Blast from the Past

Logan Westbrook wrote some nice things about the Darkness on the Escapist, it’s been almost three years since it was released so it is nice to see other people still thinking about it. I personally liked the game but the story parts got kind of ruined for me since the important scenes in question were horribly broken the first time I saw them, but we worked a lot on the game over a long period of time so I am somewhat relieved to hear the hard work paid off.
Also, the results for Assemblee have been revealed! Congratulations Ivan! Our own project Backworld ended up sharing a 6th place (with Tiny Crawl, one of my personal favorites), which is not half bad considering there were 73 entries in the competition.
Global Game Jam
The Global Game Jam was this weekend, and after failing to set up a local event me and a few friends decided to go to the Nordic Game Jam, reportedly the largest GGJ site. Besides hanging out with friends, acquaintances from the indie scene and making a few new connections, we (Juha, Martin, Tobias and I) created a short game called “Fake“.
We were in development up until the final minutes so there is no proper tutorial; consider this an introduction. Your role is that of an art forger working for the mysterious mafioso “Don Key”. Funds being sparse, you are limited to cut and paste existing images in order to reproduce the paintings.
Start out by selecting a painting, then selecting a theme for your photos on the right. You can re-select the theme later by clicking the button on the top-right but it will reset your work. Click any of the images on the right to select a source, then use the left mouse button to cut out a pattern and use it on the forgery. The left menu bar can be used to select or move the active layer, you can also use the right mouse button to delete a layer. When not cutting a picture, you can move the active layer with the left mouse button, rotate it with the right or press both mouse buttons to scale it. The button on the top left will swap the preview mode of the real painting, how it is shown will have no bearing on the final result, though. When you are done, press the button second from the right at the top to submit the painting for approval by Don Key.
I was really out of my element when hacking this together and too much time went into hacking GUI elements that a proper tool would’ve provided for me. This being the case, the final version does not only miss a proper tutorial but also some basic UI elements and it comes with a lot of bugs. That being said, the game was fairly fun for what it was, the idea feels solid and we managed to make a game out of the development itself by taking pictures of jam attendees and using them in the final version - always fun to do at events like this. All in all, we had a great time at least.
Sadly, we had to leave halfway through the finals and I have not seen very many of the other games from NGJ yet. I would like to give a shout out to Shoot Stop Lollipop and Shadow Ninja… Monkey though, as they both had genuinely interesting gameplay mechanics.
Backworld
The deadline for the second part of Assemblee has passed, me and a buddy from work submitted a game we call Backworld. Early reactions have been positive, but as always the competition is stiff - I have yet to play any of the other games but I am looking forward to doing it sometime in the next few days.
Backworld is a puzzle-platformer featuring a rabbit, with the twist that the world always consists of two layers. Each layer has a separate set of physics and the player can use the mouse to paint on the screen to decide what layer should be used at what position in order to progress. I do not really have the patience for things like animation so the competition rules - that we were only allowed to use content from part one - did not really bother me personally at all. The timeframe more so, it felt like even though the original idea was interesting and fun to work with a few months more of experimentation, polish and weeding out the levels that just didn’t work would have made a huge difference. Of course it is always hard to produce something in a limited time, when you encounter something that works okay but not as well as you’d hoped you have to make the tough decision of either throwing it away and risk having a game without content or polishing it up and risk having a game of varying or all-out mediochre quality. In Backworld we mostly opted for the “keep and polish” solution in order to see how people reacted to different kinds of challenges, time will tell if this was a good idea.
And who knows, we might even keep working on it and make something better.
Gotland Game Jam 2009

Gotland Game Jam is an event consisting of a 48 hour game-making competition for students and ex-students of the Game development education of Gotland University. As my participation was offsite and I spent most of the weekend on IRC I do not have that much to say about the actual event, though I did play the games created and there were some delightfully weird creations among them.
My own contribution is metroidvania based on the theme “Popecat” called Leim [download]. I am reasonably happy with how it came out.
To be completely honest, I had decided beforehand that I was going to make a metroidvania platformer and crowbar it into whatever theme selected for the Jam; there are sure to be people who consider this the wrong approach to take to a gamejam (and with good reason), but to paraphrase Jon Mak it is usually a better idea to make something you really want than to force innovation for innovation’s sake. There are some other drawbacks though.
For starters, exploration games tend to be sort of a tall order and maybe trying to make a worthwhile one in 48 hours is a lost cause. You need a lot of content to make it interesting, and if you are growing the avatar abilities there are lots of things that can break the level design, forcing you to play it very safe if you do not want to create a horribly broken game. Also, going against what John Harris said about interesting environments I tried to force small areas where each had some gameplay idea instead of doing what I should have done, attempt to create ideas for the world and then build levels around those ideas (although again, maybe not feasible in 48 hours). Adding to this is the central hub I placed in the game and the ever-decreasing energy - originally the idea was meant to allow for incrementally more exploration as getting more energy allowed you to move further in the gameworld instead of having obvious borders, but the concept didn’t really mesh with that idea and all it did was discourage exploration. The cohesiveness of the experience was sort of tacked-on as well as I had to remove a lot of the themes and presentation ideas I had in store, again due to lack of time.
Technologically, this wasn’t really a challenging game and although I did sort of fail design-wise I would say I learned enough from it to make the weekend a worthwhile experience. Anyhow, it was very much fun so perhaps it didn’t have to be in the first place.
No More Sweden 2009

I spent the weekend in Malmö for No More Sweden, essentially hanging out with indie developers and making a game in 40 hours. In my opinion, one of the most interesting things about the Indie scene is how different each developer takes to the craft - judging what is important, what is less important and when it is time to scrap an idea - something that shines through some of the games that were made. Hopefully, all of them will be available in the next few days - my own game, Alain, can be downloaded now.
The game is essentially a platform game that has you maneuvering an ape in order to get a maypole through a level. As with most games written in a compo under a short time limit, it has certain flaws that are there due to a lack of time - lack of time to polish, and a fear of killing my darlings seeing as there wasn’t enough time to replace thrown-out features. For example, I would like to have spent more time on the firing and climbing mechanics, seeing as it can be somewhat uninituitive and difficult to control now, and I also would have reconsidered the graphical style and gone for something that would give a clearer image of what platforms you could actually stand on.
Doing it again, I would spend less time on creating assets (although I lucked out as a friend offered to create background graphics) and more time tweaking the level design to weed out the brute-force-solutions and making the proper ones easier to perform. There’s also a bunch of features I would like to have added as they would have given me opportunity to create a lot of new and interesting puzzles, and I regret not observing people as they played the game as much as I could, as this had surely given me a lot of more things to add to this list.
Feel free to try the game and add your own comments!
Shadow of the Bossus v.1.0

My game for the TIGSource Bootleg Demakes competition is now officially finished, I won’t rule out the possibility that I’ll keep working on it at some point although the chances are slim. I mostly did it to try out my engine, after all, and I don’t expect to do very well in the compo seeing as the other games are looking real sharp. I’ll try to test as many as I can, although I’m not sure how much time I will have to do so.
Working with the engine proved to be a pleasure on some points, and a pain on others. The pains were mostly from working with areas I have yet to implement properly, but also from struggling to wrap my head around the new fancy structure I opted to use - in the end, I didn’t really use it the way it should be used, but I guess I did learn that.
I’ve been away on vacation for the last week (and finished some DS games, more on that during the week), so updates have been sparse. They will likely continue to be due to said lack of time.
Shadow of the Bossus

… So I have been hacking away, on and off, at an experimental game engine for the last year or so, and the recent announcement of the TIGSource Bootleg Demakes competition gave me an excellent opportunity to try it out writing something real. I give you the first public images of Shadow of the Bossus.
It seems this will be a hectic month so chances are I won’t get further than finalizing the displayed confrontation, and I don’t expect to win the competition with that. Still, It’s nice to get to make something playable after such a long time of R&D.
