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TIGSource ForumsCommunityDevLogsKlang, Rhythm-Platformer devlog
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Author Topic: Klang, Rhythm-Platformer devlog  (Read 4119 times)
Tinimations
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« on: October 09, 2015, 02:41:57 AM »

Hi. I'm new to TIGSource, and I wish to share my game with the community. It's probably rare to first start devlogging when the game's almost complete, though I wish to have a strong web presence during the dreaded marketing phase. I'll be posting regularily during the final crunch, documenting highs, lows and the reasons for my decisions.

I'll be happy to answer any questions you might have. Might inspire devlog posts as well.

So what's Klang?
Trailer: https://www.youtube.com/embed/1xChL5D3XSw



Klang is at its core an evolution of traditional rhythm games. Where previous games in the genre has mostly focused on pressing buttons in correct timing with the music, Klang expands upon this with adding the flair of exploration and platforming.

Klang is designed around the philosophy of merging dynamic world exploration with the adrenaline rush of becoming one with the music through acting upon audiovisual queues.

http://steamcommunity.com/sharedfiles/filedetails/?id=399150347

Facebook: https://www.facebook.com/Tinimations
Twitter: https://twitter.com/Tinimations
Playfield.io/klang

Music by bLiNd: http://music.blindhandicap.com/

How long has it been in development?
Development started in april 2013, though student life delayed the production of the game for over a year. I've been developing the game fulltime (and alone) ever since July 2014, and if I manage to finish the game by the year's end the total development time will have been roughly 2 years worth of fulltime work.

What engine is it made in?
I use Construct 2 for the development of Klang. An HTML 5 powered 2D engine I'm sure you've heard of by now.

Screenshots






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Tinimations
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« Reply #1 on: October 12, 2015, 01:42:01 PM »

Just completed the design for my promotional rollup, which will be used to decorate the stands I'll be attending at expos like PAX and other local game/consumner expos. The dimenions will be 850mm x 2200mm with the last 200mm for height being bleed to ensure a clean print. I went for a vector look for several reasons, primarily for being easily scaled up to sizes like 12k. 
Hope you like it.



25 % size compressed image: http://i.imgur.com/sJsucHF.jpg
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Windybeard
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« Reply #2 on: October 12, 2015, 03:08:49 PM »

I voted for this on Greenlight a while back, it looks amazing. The art style/colour is incredible. best of luck with the launch!

PS. Its great to see a construct game of this quality!
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Tinimations
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« Reply #3 on: October 21, 2015, 07:07:39 AM »

Just submitted to IGF and the Magfest indie compo. Magfest had an interesting way of applying. Had to record lots of gameplay footage instead of using the trailer. Have a feeling this year's competition will be fierce.



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Tinimations
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« Reply #4 on: October 26, 2015, 06:24:49 AM »

Departing for PAX Aus soon. I'll be writing a dev blog of how it's like to promote your game on the other side of the globe when I get back. Hope to see people from the forum there!
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Tinimations
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« Reply #5 on: November 04, 2015, 07:17:22 AM »

I have returned from PAX Aus! I will share my experience on the expo and some lessons I learned while attending.


Things I did right

Catching people's attention with a bare minimum setup
In terms of catching attention through visuals I think I did well despite my bare minimalist setup.
I had a rollup, a monitor for the game and one for the flashy trailer:




I couldn't make time or money for anything else, however most people walking by looked at either the banner or game screens for more than 5 seconds, essentially confirming that they noticed the game. A lot of people also stood and watched the game being played between 5-15 minutes before moving on to check out something else. Why a trailer on repeat's really important is because stimulating the non-playing audience is crucial for them to bother waiting so long. Talking with people in the crowd's also a good idea, as people are shy and prefer not to approach an abandoned booth with a jetlagged game dev staring at them.

During rigging hours, I got in touch with (almost) all the indie devs!
The day before the Expo, every exhibitor's usually at the event in order to get everything set up for the event. This is an opportunity to say hi, get acquainted, try their games in a chill environment, and make them watch your trailer on a tablet you can bring anywhere. If the game's trailer is good they will remember you, and perhaps even namedrop you for a journalist that couldn't make time to visit the part of the expo your booth's located. I got in touch with both IGN, Sony and Microsoft thanks to this!

Made sure my game's tutorial is practically invisible
I saw developers at the event who didn't make a proper tutorial for their game. As a result they had to tell almost every player how to play. This gets extremely tiring when you're doing it for 10 hours a day for an entire weekend. Not only is it tiring, but you'll be getting inaccurate feedback on wether the game is intuitive to pick up and play.

I on the other hand could sit back and relax, since I've had the game playtested so much I know the tutorial works fine. The only thing I say to people asking how to play is "you'll learn".

Arrive up to two days ahead to compensate for jetlag
I travelled for almost 2 straight days to get from Norway to Australia. Considering you'll be landing in a different timezone you will feel mad sleep deprived. Taking a day or two to recover before the event turned out to be a good idea.


Things I f*cked up

Your business card belongs at GDC, not an Expo
The first big game event I made any material for was GDC. For that event I had two sets of cards made. One for me personally, and one for the game. The GDC crowd eats these up. My mistake was figuring consumers will also take interest in these. They care for swag. T-shirts, buttons, free stuff. This was definately a lost opportunity, as one can even earn a good amount of money on this if done right.

Make sure to have proper audio equipment
Audio attracts attention like nothing else. I really regret not renting a proper sound system for showcasing. The max audio output from the computer without any sound system was low as well, resulting in less people noticing the game and enjoying it. It's especially a shame for Klang since it's rhythm based.

Conclusion

I had a great time at PAX, and I hope my notes is of help to someone. If anyone got any questions, please let me know!


 
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Gargoyle440
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« Reply #6 on: November 04, 2015, 08:35:17 AM »

I've honestly had the same experience with business cards anywhere that doesn't explicitly involve other people with business cards.

Is there any way you could've used headphones for whoever was demoing the game and just used the computer speakers for the trailer that was playing?

Also, are there any binaural or quadraphonic elements to the game?  It looks crazy cool.
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Tinimations
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« Reply #7 on: November 04, 2015, 11:32:09 PM »

I've honestly had the same experience with business cards anywhere that doesn't explicitly involve other people with business cards.

Is there any way you could've used headphones for whoever was demoing the game and just used the computer speakers for the trailer that was playing?

Also, are there any binaural or quadraphonic elements to the game?  It looks crazy cool.

That's actually exactly what I did. However it simply doesn't get the job done. The sound from the laptop speaker also gets drowned out by all the other noise around you.

As for the binaural and quadraphonic I'm a little uncertain what you mean. I'm not super versed in music theory, so you have to ask the composer bLiNd: https://www.facebook.com/bLiNdHandicap/?fref=ts https://twitter.com/bLiNdHandicap
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Gargoyle440
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« Reply #8 on: November 05, 2015, 12:10:55 AM »

Binaural and Quadraphonic are basically "3D audio."
Like when you have to wear special glasses to see a 3D film, you can't really experience something that's binaural or quadraphonic without headphones.
Like this:

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Tinimations
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« Reply #9 on: November 05, 2015, 12:38:47 AM »

Oh right! Well yes some minor elements might show traces of that. The impact sounds will be direction sensitive for instance.
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« Reply #10 on: November 05, 2015, 04:16:33 AM »

Looks absolutely amazing! Very interesting palette. Simple and effective.
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Tinimations
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« Reply #11 on: November 19, 2015, 05:12:03 AM »

http://www.ign.com/beta/videos/2015/11/19/klang-demo-gameplay The effect of showcasing at shows like PAX are finally starting to show itself. Just a shame the comment section lives up to its toxic reputation as always.
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Tinimations
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« Reply #12 on: May 07, 2016, 03:00:30 PM »

Finally figured out to post gifs! Sneak peek of a narrative moment in the game. Smiley


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« Reply #13 on: May 07, 2016, 04:43:17 PM »

Colourful! Glow and bloom combined with the aesthetic makes me think of futuristic-Aztecs.
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Tinimations
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« Reply #14 on: May 14, 2016, 03:45:19 AM »

All new feel to multipliers and life bar!
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Tinimations
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« Reply #15 on: May 25, 2016, 11:13:53 AM »

http://www.gamasutra.com/view/news/272167/How_Klang_shows_another_way_to_do_musicinspired_game_design.php Scored an article on Gamasutra! :D Discussing how music inspired the gameplay.
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Tinimations
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« Reply #16 on: May 28, 2016, 02:10:37 PM »

Screenshotsaturday gif!
https://media.giphy.com/media/GmqKlQjRXNmus/giphy.gif
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Tinimations
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« Reply #17 on: June 18, 2016, 12:37:25 AM »

Claiming your destiny with this gif of Klang for scrrenshotsaturday.
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Tinimations
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« Reply #18 on: June 25, 2016, 12:48:50 PM »

Rhythm based jumping and sliding in Klang for screenshotsaturday.
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Tinimations
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« Reply #19 on: July 02, 2016, 03:10:18 AM »

https://youtu.be/o1_ySZW31js?t=14m47s Got featured on Indie Games Searchlight who played the game during E3. So much praise! Huge motivation boost for sure! :D

The video footage changes between lots of different trailers for some reason, so about half of the footage's really old and outdated.
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