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21  Developer / Playtesting / Re: See You On The Other Side: black/white 3D puzzle game -Closure meets Antichamber on: February 02, 2017, 10:00:18 AM
Here are some of my playthrough notes.  I played for maybe a half hour (I'm not sure because I kept pausing to write this).

I get pretty nitpicky here, but also I don't get so nitpicky if I don't see a possibility for greatness Smiley

No problem! This is exactly the type of feedback we need Smiley 30 minutes sounds about right; other playtesters spent about the same.

-- The general idea of Closure in 3D is pretty good.  (It also reminds me of some of the Mario Galaxy mechanics, like in the Matter Splatter Galaxy.)
-- It's pretty intuitive, I think.

Cool. I've actually heard that comparison to Galaxy before. Maybe we should take some inspiration from it.

-- The virtual "footprint" of the player (for the standing-on-something calculation) seems way too narrow, leading to some nonsensical situations (like I'm clearly human-sized when compared to lamps and doorways, yet I can fall through a 2-3cm crack in the ground).  It also makes the "jumping puzzles" frustrating.  (Metroid Prime is a good example of a wide "footprint" making first-person jumping tolerable.)

Spot on! We are very aware of this issue and haven't quite figured out a good way to solve it yet. Part of the problem is how we detect the feet. Right now, each foot has four points (think a rectangular shoe). When all of these eight points are in shadow, you fall down. However, we still need to tweak the size and distances of the feet.

The other part of the frustration is the visual feedback (or lack thereof). We have some ideas about visualizing the player falling into the shadow as a volumetric mass. Think something like quicksand, goo or water. We don't know yet how to do this, but some shader work could maybe make it more clear. At the moment, we have a placeholder vignette camera effect that shows when you are inside an object (e.g., being sucked into a shadow), but this doesn't work fully yet.

In general, we are having a hard time dealing with how to visualize that the player is inside an object, since it just looks odd to be inside a 3D model. We are thinking about having camera effects that somehow illustrate this "dissolve" effect. Beyond: Two Souls had a nice effect when the camera was clipping inside an object (looked like smoke or paper burning).

About Metroid Prime: Yes, that game has superb first-person (jumping) controls. You have a great sense of body awareness (proprioception). One trick they use is to tilt the camera down when you jump.

For our game, we are actually not THAT interested in first-person platforming, but we thought it would be nice to have some to vary the experience. The ventilator jumping area definitely needs tweaking and balancing. Same goes with player movement, speed and jumping height.

-- It's a bit jarring that the lamps obey a different physics than the player, like they can stand on things that aren't illuminated.  Like when I fall off a cliff, the lamp doesn't; it looks odd to respawn and see the lamp standing there where I couldn't. 

We don't really tell it in the prototype, but the idea is that only the player has the "shadow ability". Everything else works as normal. That being said, we are thinking about having special properties for specific objects (think Braid where some objects obey the rules of time-travelling, while others don't).

(It's a bit inconsistent, actually; in the back-up-to-make-a-bridge-level it sometimes fell with me, sometimes stayed, and once stayed until I approached it, then fell slowly as if into ooze.)  You can sometimes use this to solve a puzzle in a way that I'm not sure was intended, like one where I ran a gap with a lamp, dying but leaving the lamp suspended in midair, then respawned on the other side but still in reach of the lamp.

That's definitely not intended. Sounds like some bugs we need to figure out. Would you have time to reproduce this and maybe record a GIF of video?

Did you notice the green outline for the lamps? The idea is that if an object gets stuck out in the darkness, you can recall it by clicking on this outline. The visual aspect for this is far from finished, but it gets the job done. We would like an effect similar to Reaper's teleport in Overwatch.

-- It seems like the footprint calculation differs depending on whether the player is holding a lamp.  Carrying a lamp, standing near the edge of something, and putting down the lamp can sometimes cause me to plummet to my death, which doesn't make sense.  (If I'm carrying it, then what matters are where my feet are. Even if I'm dragging it, my feet have to be in contact with the ground or dragging doesn't happen.)

I think what happens is that you place the lamp down and immediately fall into its shadow. We know that this is very annoying. We are thinking about making the lamp not cast a shadow, but unsure how to communicate this in an intuitive way.

-- I'm not particularly enamoured of the puzzles yet; I didn't really feel a lot of "aha" moments where I realized something about the mechanics that I didn't notice at the outset.  This will probably improve in the future if you plan on increasing the number of mechanics.

That's fair enough. We do indeed hope to introduce more mechanics to challenge the player to really think outside the box.

-- It was more "I realize what I'm supposed to do, but I guess I need to move the lamp about 0.5 meters over and 3 degrees further left."  That sort of adjustment wasn't fun for me.  Cutting down the possibilities (maybe that lamps can only be pushed and rotated in quantized increments?) might have cut down on having to do little adjustments, and made it clearer when I had or hadn't found the right solution.

We've heard similar feedback before where players describe it as "hacking" or "exploiting" the game. We believe this is due to the analog nature of the game, as you describe. It's currently too much about specific solutions where you need to place a lamp at EXACTLY one spot. We want it to be more about mentally solving the puzzles, not so much about the "dexterity" of it. I think introducing limitations as you describe might be a good approach. When you think about it, a game like Portal also limits where the player can place portals (white, flat surfaces).

-- I'd start out closer to the first puzzle, or condense that area into something smaller.  Hit me quickly with what makes your game special.

Point taken. The prototype doesn't necessarily reflect how the beginning of the full game will be, but what we have right now was designed from the mindset that we need to teach the basics step by step. We also aim to put more emphasis on the graphical aspect, as well as the narrative and atmosphere, to make it more interesting and engaging. We would love to create a vibe akin to LIMBO or INSIDE.

But yes, we could definitely start out with the puzzles earlier. Maybe the jumping section with the ventilations should be (re)moved.

-- The endpoint of the level wasn't always clear to me (like the puzzle where it's not the door but the circle of light beyond the door, or the second-to-last puzzle where I didn't see the exit until I was almost there).  This is a difficulty of 3d, since the nature of 3d is that things are occluded from the camera.  It'd be good to lay things out so that your vantage point upon entry into an area shows you both the goal and the fundamental problem keeping you from it.  (Similar to Warren Spector's "no backwards puzzles" maxim, where the player shouldn't be able to see the mechanical solution to a problem before they see the goal they're working towards.)

I agree. We actively tried to do this, but I see there is still room for improvement. We are inspired by the philosophy described in this Gamasutra article: A 'key' tip about keys and doors from BioShock's lead level designer. Also, in the final game we wish to make the world feel more connected and seamless and less like loading new "levels".

-- The latency of the jump feels a bit too long; I always jump a split-second later than I'd expect.

Got ya. We might also need to introduce a ghost jump.

-- It wasn't immediately obvious that you can't jump when you're holding a lamp.  (The visual clue for jumping -- that everything moves -- isn't quite as strong as in other games, because it may happen that where the player is looking is mostly dark.)  Rather than disabling the jump key, it might help to juice a failed jump a bit (like with a bit of a movement plus a grunt sound plus a clank as the lamp hits the ground again).

We definitely need some feedback for this. The reason why we disable jumping when holding an object is to limit/avoid situations where you can exploit puzzles by taking a lamp to a place that we don't intend.

-- Having a light flicker a bit as it turns on and off gives a bit of warning as to what's happening.  (Also, it's nice to give the player a bit of a "temporal footprint" where they can briefly be unsupported if there was ground there a split second before or after.)

Sounds like a good idea (kinda like in the old Road Runner cartoons Tongue).

Anyway, good work and I'm looking forward to see where this goes!

Thank you! And thanks for the elaborate feedback. Much appreciated! If you have any interest in playing future builds of the game, you can subscribe to our newsletter at our homepage: http://tunnelvisiongames.com (big blue button)
22  Developer / Playtesting / Lightmatter - atmospheric puzzle game where shadows kill you on: February 01, 2017, 01:43:53 PM
NOTE: Most of this opening post is outdated. Please scroll down to read the latest posts instead Smiley


Download newest build - January 2018



Original post from February 2017:

Hello everyone.

We are Tunnel Vision Games, a new indie studio from Denmark. A few years ago we developed a small prototype for our university project called See You On The Other Side.

See You On The Other Side is an atmospheric puzzle game that takes inspiration from titles such as Closure (shadow mechanic), The Talos Principle and Antichamber (puzzle design mentality), as well as LIMBO (artstyle and atmosphere). The game revolves around the usage of lights and shadows. Objects in shadows do not collide with the player. The vision for the project is to create a compact, fulfilling experience that explores the shadow theme. In this regard we are inspired by Four Sided Fantasy, which is relatively short, but still manages to fully explore the screen-wrapping mechanic.

We just finished a new prototype in Unity, which we would like to get some general feedback on. We've already tested internally and with other local game developers. Now we would like to get feedback from more external people.

The game is still very much work-in-progress (especially the graphics). For now, the focus has mostly been on designing the puzzles.

We would like to hear your opinion on:
- The main shadow mechanic
- The puzzle design
- How intuitive you think the game is
- How much time you spent on the demo
- Other thoughts and opinions

Thanks in advance! Smiley
23  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: January 30, 2017, 09:55:46 AM
Hi there!

I'm Gustav, programmer at a new indie game studio in Denmark called Tunnel Vision Games. I mainly work in Unity. And I'm a huge Nintendo fan! :D
24  Community / Townhall / Re: University project about game feel - help me by playing this game on: May 25, 2015, 05:42:11 AM
Hehe. Thanks. I've personally never really liked games where I don't have direct control over the avatar myself. The closest I've come is probably Pikmin, which is an RTS, but you still have direct control over Cpt. Olimar Smiley
25  Community / Townhall / Re: University project about game feel - help me by playing this game on: May 22, 2015, 03:45:41 AM
Thanks to everybody who participated.

I've created a video about game feel and my project:

26  Community / Townhall / University project about game feel - help me by playing this game on: May 01, 2015, 01:11:30 AM
Hi,

I am currently doing a university project on the topic of game feel.

I have created a small 2D platforming game that I would like you to play, and then answer some simple questions.

As a token of appreciation, one randomly-chosen participant will win a $10 gift card for Amazon or Steam.

All you have to do is go to this link and either play the game in your browser (requires Unity web plugin) or download the file to your computer (Windows only).



Thanks a lot in advance! Smiley
27  Developer / Technical / Re: Calling all game programmers - we need your help for a research topic on: December 26, 2014, 12:18:02 PM
The Danish game development culture has grown quite a lot the last recent years. Most of us are on Spiludvikling.dk (sort of a Danish version of TIG Source). We also host the biggest game jam in the world: Nordic Game Jam (in Copenhagen; next jam is in February) Smiley Oh, and we have DADIU, which is a country-wide game education.

But never any Danes. Hat in time guys and that bottle game crew are among the rare ones I've seen recently
I've actually worked with Jonas from Gears for Breakfast (A Hat in Time). For this university project, we also talked with Lau from KnapNok Games (Spin the Bottle, B.U.T.T.O.N., etc.).
28  Developer / Technical / Re: Calling all game programmers - we need your help for a research topic on: December 23, 2014, 06:46:30 AM
Hi all!

The university project is now complete. We ended up creating a camera system in Unity for a group of artists to use with their point 'n click adventure game.

While we didn't directly use your answers from the questionnaire, we took inspiration from you guys of how to make good tools in general.

We wrote an 8-page paper about the project (our very first academic paper!). I am unsure if I can publish it here, so instead, I present a small video we created for the project:







Quote
ABSTRACT
Camera control in games is important, for example to create cinematic graphic effects or to guide the attention of the player. Unlike the camera in pre-rendered movies, a game camera should adapt to the player's movements. This paper describes the design of a tool that allows artists to frame the camera in games where the player moves along a pre-defined path. To this end, we used participatory design methods to understand how artists typically work with computer animations and found that they prefer to work with keyframing animation. This concept has been incorporated into the proposed Framing-based Camera Tool (FCT) in the form of framings. A framing consists of an influence point and a group of camera settings. Artists are able to define a group of framings by adjusting the position, orientation and field of view of the camera. Then, the game's camera interpolates between the framings automatically based on the player's position. Through an evaluation of FCT, we show that it allows artists to create and design dynamic camera animations.

Thanks a lot! Smiley
29  Developer / Technical / Re: Calling all game programmers - we need your help for a research topic on: October 05, 2014, 11:14:20 PM
It's for a university project, where we are going to write a small paper on game development. The findings from this survey will be combined with hands-on experience we get ourselves while developing a game with a group of artists.

If it turns out good, sure we can publish it. Should be done around December (hopefully) Smiley
30  Developer / Technical / Calling all game programmers - we need your help for a research topic on: October 02, 2014, 11:10:01 AM
Hi all,

We are a small university group from Denmark that is currently conducting research on game development workflow and collaboration between programmers and artists.

We've created a 1-page online survey which we would like you to fill out. It shouldn't take more than 5-10 minutes.

Link: Collaboration between programmers and artists/designers in game development

Thanks a lot in advance! Smiley
31  Developer / Playtesting / Re: Rhythm Doctor - A Rhythm Heaven Style One-Button Hard-as-Nails Rhythm Game on: January 23, 2014, 11:54:08 AM
Just found this via IndieStatik IGF nomination (http://indiestatik.com/2014/01/23/eight-student-showcase-finalists-announced-for-the-2014-igf/). I love Rhythm Heaven, so I also love this game! I especially enjoyed the multiple tracks/rhythms (even though it was a little hard in the beginning).

This really needs to become an iOS game. That would be so awesome! Smiley

However, both games have one minor mistake: it takes too long to restart, since you have to watch all the "cutscene" stuff (like in your boss level). I would prefer to be able to jump straight to the level (or skip, like in tutorials).

I had a hard time beating the boss level, but then I closed my eyes and had no problem ... just like in Rhythm Heaven Tongue

Also, I think it lacks some audio cues with your timing is wrong.
32  Community / Townhall / See You On The Other Side - university 3D puzzle game on: December 21, 2013, 03:55:39 AM
Hi all,

As part of our university education (Medialogy) at Aalborg University, Denmark, we are a group of students who created a 3D puzzle game called See You On The Other Side. We wanted to research the impact of giving players help in the beginning of the game.

Quote
PROBLEM STATEMENT:
We assume a 3D game universe with one core rule: In this world, you (the player) don't collide with unlit parts of surfaces.

Do players of the game who are not told the rule understand it just as well or better than players who are told the rule in the beginning of the game?

Do they enjoy the game more or less if they are not told the rule in the beginning?







We were very inspired by Closure and Antichamber.

You can see the results in our trailer:


Game can be downloaded here (Windows): http://gustavdahl.net/games/Unity_games/SeeYouOnTheOtherSide.rar

They guys at IndieStatik were so nice to write about our game: http://indiestatik.com/2013/12/18/see-side/
33  Community / Townhall / Re: [Kickstarter] Pirates of New Horizons - 3D action platformer on: November 26, 2013, 12:24:49 PM
You are totally right, and we are starting to realize just that. However, the team has been working on the PC version for quite some years without luck (before I joined), so now we are trying a different, smaller approach.

We were hoping that asking for a smaller amount of money would be a realistic goal, but it turns out that this might not be the case.

However, we still have four days left to meet our goal!

If you don't want to support us directly, you can also help us by "donating" either a Facebook update or tweet via Thunderclap. All you have to do is click the following link and either of the social share buttons: http://thndr.it/1iLVvlS

Thanks a lot in advance! Smiley
34  Community / Townhall / [Kickstarter] Pirates of New Horizons - 3D action platformer on: November 16, 2013, 02:36:56 AM
Hello there!

My name is Gustav Dahl, and I am PR Manager and Programmer at Exit Strategy Entertainment. We are a small team based in Denmark (as well as a few from US), and we recently launched a Kickstarter campaign for our game Pirates of New Horizons.

http://www.kickstarter.com/projects/exitstrategy/pirates-of-new-horizons-mobile




 
You might have heard about the game before, since we have been working on it for three years. Due to financial reasons we are now forced to slow down to release the game for iOS/Android (smartphones and tablets). If our Kickstarter campaign is turning out as we hope, we wan't to go further and work on a release the PC/Console.

The game offers old-school gameplay and game feeling. You can probably recognize some of our inspirational sources:

  • Super Mario 64 and its platforming elements
  • The Monkey Island series and its great use of (pirate) humour
  • Combat elements from God of War
  • Colourful art from The Legend of Zelda: The Wind Waker

"There's lots of potential here. Let's get the whole thing built!" - Lewis Denby, PC Gamer

"The Game For Anyone Who Ever Wanted To Be A Sky Pirate" - Luke Plunkett, Kotaku

"Oh God yes please make this into a full game right now." - Mike Rose, IndieGames

We are asking for $10,000. So far, we have earned $1,673, and our deadline is in 15 days. We would really appreciate any support we can get. Thanks in advance!

PS. If you like Zelda: The Wind Waker, then you should read this article that one of our developers wrote some years ago.
35  Developer / Playtesting / Re: Suction Co-Op on: June 29, 2011, 06:19:49 AM
Thanks Smiley

Yeah, it is definitely much more fun to play it with a buddy. I would also say it's way too easy if you play alone, since you can concentrate the swallowing mechanic one one cup and the swinging mechanic on the other cup.

I recently played some of your games, 1328.1 23.16 and Just Close Your Eyes, and I really liked the atmosphere. I think you have a lot of potential of making an amazing horror game!
36  Developer / Playtesting / Suction Co-Op on: June 20, 2011, 01:16:13 PM


Hi all,

I am new to this forum, but have been following the main site for a long time.

Recently I made a Unity game with a couple of friends during my stay at the Danish folk high school (read about what a folk high school is here) called Vallekilde Game Academy, which is a three-months "semi-education" about games in general.

Among other things we held a small game jam called Exile where we made a prototype of a game idea I got some months before.

The game is called Suction Co-Op and is basically a co-op game with suction cups. You each control a cup that can either swallow or move. But the two players are forced to work together, since they are attached to the same cylinder and can't move solely by their own. Instead they need to combine their actions to swing around on the different platforms. Our main goal was to make a game that provokes the players to talk (our shout) together if they want to succeed.

Read more about and play Suction Co-Op here (Unity web plugin)

I am still a novice programmer, but I am very happy about the final product. Although it's short and simple, I think it is a fun little game.

However, I would like to hear your thoughts on the game. Is the core mechanics fun, and what do you think we could improve? Do you have any suggestions for level design, modes, etc.?

We really wanted to make a co-op game, but right now you can easily play it by your own (which isn't much fun); do you have any ideas of how to make it so it's impossible to play as a single player? (without using separate controllers or something similar)

We also talked about doing an iPad version (even though none of us got any experience with iOS whatsoever). How do you think it would play on a touchscreen? (the controls, especially if it's two-player, needs to be changed a lot, I believe)

Thanks in advance! Smiley
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