Extensions

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Extensions

You may have noticed a lack of updates around here lately. The truth is that while we have been doing work (check out the background art by Kristy and Louise!), we have been suffered some delays. All of us lost a week when we went down to Melbourne to win awards, and Team A specifically has lost a fair bit of time due to Paul being sick. As he’s our only programmer, this has put rather a crimp on our progress. Team 1 have also slipped behind, and none of us want to release a sub-standard product. For this reason, we have made the mutual decision to add three weeks to our deadline, which you can now see reflected in the countdown timer.

 

 

 

 

 

 

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“Rolland” Mock-up 1

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A mock-up screenshot of Team A’s game, tentatively titled “Rolland”. The (awesome) artist is our new intern, Kristy. I have no idea how we would have got this game made if she hadn’t come on-board!

Flatland: Fallen Angle wins “Best Writing” at Freeplay! 1

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Flatland: Fallen Angle wins

Like the headline says, we received the award for Best Writing in a Game at this year’s Freeplay independent games festival in Melbourne. The ceremony took place on Sunday night at the Order of Melbourne hotel, in front of a tired but happy crowd of developers ad hangers-on. We were also highly commended in the Best Australian Game category.

When the nominations were announced a couple of weeks ago, I honestly didn’t even remember that we’d entered, and I mumbled something to the effect after clambering onto the stage. I was humbled and more than a little surprised to be receiving this award of behalf of our little company, and afterwards filled with a lot of goodwill towards all my fellow Freeplay-attendees (and cider), and a growing sense of motivation.

It seems crazy to be awarded right now, for that game, given all the struggles we’ve had trying to expand and iterate on it, leading to our current development hiatus. But of course it’s absolutely awesome, as well. I am very fond of Fallen Angle, even in its rough-and-ready state, and I’m determined to live up to the recognition the Freeplay judges have given us, both by expanding on the Flatland mythos, and in plenty of brand new and exciting projects!

So I’d like to thank (on behalf of SeeThrough) the Freeplay judges and organiser (particularly retiring head honcho Paul Callaghan), and everyone who has supported us and the game over the last six months or so since (and during) its production. Freeplay has a special place in my heart, as it was basically the launching-off point for my own involvement in game development. I’m already looking forward to next year!

 

A splash of colour

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A splash of colour

Art attack!

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Art attack!

Today I worked with Nick and Louise (our secret weapon) to nut out some art concepts for our game.

In brief: robots!

 

Coming soon – a breath of fresh cake

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Coming soon - a breath of fresh cake

Okay. Hmm. I’m not quite sure where to start. This has not traditionally been our problem. We’re good at starts – it’s the finishing that has been eluding us.

So I’ll start with that, and try and keep this brief. Following our latest Flatland “refocus” (as described in the previous blog post) we found ourselves in a difficult position. We knew that the changes we were making were necessary, but it also became apparent that they were killing team morale. No-one felt good about scrapping work they’d been doing for the last however-many weeks, and energy levels quickly sank through the floor.

There were any number of things we could have tried to combat this, so the first thing we did was get together for a brainstorming session, where we came up with a hundred ideas for things we could do to improve everyone’s experience at the company. These ranged from abstract morale-boosters like “go on a helicopter ride” or “get an office plant”, to more practical measures like which projects we actually wanted to pursue. (more…)

Groundhog Day with a Heart of Darkness

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Groundhog Day with a Heart of Darkness

It’s been a strange kind of a month at the Fishbowl. Paul and I have been present less than we’d like, due to day jobs and illness, and even when I’ve been here I’ve had the sneaking feeling that something wasn’t quite right. All this came to a head a week or so ago, with Paul and I having separate revelations about the problems inherent in our current plans.

For Paul, it was assessing project proposals for some games students that returned the term “over-scoped” firmly to the forefront of his consciousness, and he has once more taken to uttering his classic phrase “we’ll put it in the sequel”. For me, it was my time showing off Flatland: Fallen Angle at the Indie Games Room, down in Adelaide-town, that brought things back into focus. I realised again how much people like that game, a fact far more surprising than it should be.

In that darkened room I watched player after player sink into that strange world of polygonal brutality, and almost all of them emerged smiling. And that made me realise just how much the game we’ve been building since then fails to learn from and improve on the strengths of its forerunner. The stealth puzzles we’ve been doing, as well as David has crafted them, seem blandly linear and slow when compared to the helter-skelter ride that we originally built over three energy-charged weeks. (more…)

First 50 to fill out our survey get our next game (and more) for FREE!

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We’re currently in the early stages of building our next game – a bigger, bolder, and above all better game set in the world of Flatland! We’ll be writing new stories featuring brand new characters, improving the current game mechanics and adding a whole range of new ones. And you can get into our alpha funding program and get a copy of the finished game for free!

In order to get to know the tastes of our audience and make the game the best it can be, we have put together a survey called The Future of Flatland (drum roll). The more responses we get to the survey, the better we will be able to make the game, which makes your response very valuable to us. Because of this, we want to show our appreciation by rewarding everyone who fills it out.

This is what you’ll get for taking a few minutes of your time to contribute your answers:

  1. Every single person who fills it out gets our undying gratitude, and a free copy of the Flatland: Fallen Angle Appreciation Edition, which comes with developer commentary and an arena level. This will include an update to version 1.1 (releasing very soon), which has improved combat mechanics and much prettier visuals (see the trailer in the site header).
  2. The first 50 survey respondents will also get free access to our alpha funding program, kicking off soon, which means you get to play a regularly-updated pre-release build of the game, and that you will get the final, paid version of the new Flatland game for no dollars.

So what are you waiting for? Get your responses in!

If you are not one of the first 50 respondents, you will still be able to participate in the alpha, by contributing a small fee (which is yet to be finalised). And if you are one of those super-generous people (you know who you are!), who want to contribute extra money, even though you don’t have to, we will be setting up a way for you to do that. You are, needless to say, wonderful human beings.

That survey link, one more time:  The Future of Flatland Survey

Oh yes, Ludum Dared 4

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We did it! Over the weekend, SeeThrough Studios produced not one, not two, but three games for Ludum Dare! (edit: actually, we made four – I didn’t know when I posted this that Thomas had been beavering away on one at home. I’ve added a link a little further down.)

We’re not alone in this. This, the 23rd (and 10th anniversary) Dare, has attracted a whopping 1,401 entries, continuing its exponential growth curve. Making games is the in thing, it seems, and I have to say that it was lots of fun taking part.

So what did we make? Well, Paul and Angus followed through on their plan to make a musical. The graphics and gameplay are fairly basic, but they bloody well wrote and recorded three songs, and the lyrics change according to how well you’re doing. I’m not certain, but I’m pretty sure no-one else has ever even attempted that, let alone in three days. Paul will probably do a proper post-mortem at some stage, but for now, you should go see this miraculous thing.

David made a neat little puzzle game called Eidolic New World, which is solid but a bit short on levels. Thomas made a spiffy 3D puzzle-adventure game called Phi that I haven’t had a chance to play as yet. And me? I made a freaking weird thing called Purgatorio.

This was my first time in the solo competition, which was somewhat daunting because I’m by no means a skilled programmer, and I’ve certainly never made a game by myself before.  I decided to use Adventure Game Studio, a a middleware toolset that I’ve had a tiny bit of experience with before (which is to say I started making something two years ago, and gave up because it was too hard).

I came into the first day with basically only one though in my head – I wanted to draw a pixel-art version of a kiwi, and I wanted it to be rectangular. Why? I have no idea. But from that humble beginning (which I spent the entire first afternoon on), I built something unique, functional, and (I hope) interesting.

All the way through, I let my own limitations and mistakes be my guide. For example, I didn’t have time to draw any more characters, so the fact that all the characters looked the same became part of the story. Likewise, no time to do backgrounds, so I made one from a photograph, and then re-coloured for the different scenes. Those variously-coloured skies then became central to puzzle that provides the game’s challenge. And the look of the place made me think of purgatory, which made me think of the mental health issues I’ve experienced – the idea of being stuck in a loop of unhelpful thoughts. And so on.

What I ended up with is quite unlike any other game I’ve played. It’s a rather personal exploration of mental health issues, framed in concepts from Christian mythology. The gameplay is based in adventure-game dialogue trees, but the only puzzle is in how to escape, like an “escape the room” game.

The main difficulty I faced was the piecemeal AGS documentation, which is scattered across several websites and a forum, making certain problems very challenging to solve. I easily spent 50% of my time solving just a few key problems. The fact that one of these was simplifying the over-complex default mouse controls was a little frustrating. But I did it! And that was satisfying beyond words.

I loved working in this organic way so much that I’m already planning to do it again. I’ll definitely be making more AGS games, while I hone my programming skills to the point where I can break free of the limitations that that particular engine enforces. But for the moment I feel inspired to push that engine to its limits, and try and do some genuinely new things with it. I feel like I’m getting a handle on the basic scripting system, which has the potential to be fairly powerful, if rather long-winded.

I’ll stop gushing now. I’m truly interested in what people think of the game (positive and negative), so do go and play it. And if you’re interested in seeing more of more of the crazy things we do, jump on our mailing list. And hey, get involved in the next Ludum Dare. It’s awesome!

Playing with reassessment

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We have something for you to play today. Just a little thing, made by two of us in a day. As mentioned in our last post, we’ve been doing a lot of re-assessing of where where we’re at, and how we should proceed, and this little game is both a part of that process and a result of it. Tricky, huh?

Use the arrows to chose a path for Mr SeeThrough.

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We have been trying to work out the best way to share our processes and experiences with the world, in a form that might be useful and/or interesting. We’ve been writing blogs and recording videos, but then we thought “we’re a game developer – why don’t we document some of our experiences in the form of games?”.

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