Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411431 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 20, 2024, 03:28:51 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsFritz - An Atmospheric WW1 Experience (Now on Kickstarter!)
Pages: 1 [2] 3
Print
Author Topic: Fritz - An Atmospheric WW1 Experience (Now on Kickstarter!)  (Read 21810 times)
Rebusmind
Level 3
***


Game Designer


View Profile WWW
« Reply #20 on: May 13, 2014, 07:06:39 AM »

If I had the time, I'd love to apply for the programmer job, but until September I've got my own project to finish. But will definitely follow this project. Smiley
Logged


<a href="http://www.indiedb.com/games/life-on-mars" title="View Life on Mars on Indie DB" target="_blank"><img src="http://button.indiedb.com/popularity/medium/games/65022.png" alt="Life on Mars
madlynonce
Level 0
**


Mel & Dan


View Profile
« Reply #21 on: May 15, 2014, 06:04:01 AM »

Thank you everyone for following and commenting!

Yeah, definitely give em an outline.
I tried that and it really didn't look satisfying. It turned out the better solution was not to give the chairs an outline!

Oh dear. Some time ago I wrote a few design notes about a Papers, Please WWI inspired game.
I may have a prototype worth a few hours of coding somewhere...
I tried your prototype. It seems to work well, although the shooting system just boils down to 'hold right mouse button and click repeatedly'. I like the aiming arc!

Will it be possible to win the war?
Only in the only way that an individual soldier can win the war: By surviving.

There's a WW1 game I want to make sometime called "Verdun" that is a lot less elaborate and more tongue in cheek in a dark humour sort of way. The idea was to sort of mock the Endless Runner clone fest of recent years by making a game where the typical mechanics of the genre are used to express depressing realities of trench warfare.
I think that dark humour and drama are the only two appropriate ways to tackle such a like the world wars. And I personally also find the whole glorifying of war thing to be a very important subject to adress, both in films and in videogames. It seems that, while it's perfectly acceptable to critisize the Vietnam or Iraq wars, the Second World War is completely taboo in that regard. WW2 has to be glorified and all human drama made into heroic sacrifice. WW1 is, especially in British media, gentlemen and christmas truces in an unfortunate situation. Or heroic human sacrifice. It's much less prevalent than in WW2 media, but I think it still leads to there being a lot of misconceptions about the Great War.

Since videogames are also often power fantasies and the player is almost always superhuman, this medium is especially guilty of the whole glorification thing.
That's a very important reason why we're trying to make something very human here instead. The player is fragile, and so are his comrades. There are no points or rewards for killing enemies. The only way to keep playing is to survive, and that's often by not getting too close to the enemy.
We're working with historical sources and people who have PTSD, to make the experience as realistic as pixel graphics can ever make it.

However, back to my original point, I would absolutely love to play a dark-humour videogame based on the madness that is WW1! I think that's a very appropriate and good way to show off the insanity of the whole thing.

If I had the time, I'd love to apply for the programmer job, but until September I've got my own project to finish. But will definitely follow this project. Smiley

Thank you! It's really motivating to hear all this positive feedback, so it really means a lot that you took the time to post.

Finally, here is an image to showcase the current No Man's Land. I'm not entirely happy with the grass yet, but I like the ledges. This also showcases the dying animations a bit, although so far I only have a single one. My plan for the end is to have many different dying animations.



A little note as to how this picture was made: I use the actual sprite sheets and make a rough code with the drag-n-drop functions in game-maker. (that is the extent of my programming skills)So what you see here is not just a mockup, but the actual in-game sprites and tiles with some randomness in speed thrown in to showcase the variety and how natural it already looks. That is also how all the other pictures and .gifs in this thread were made

I hope that makes as much sense to you as it did to me. Smiley

-Dan
Logged

Our Devlog:
ranseur
Level 0
*



View Profile
« Reply #22 on: May 15, 2014, 06:34:20 AM »

I tried your prototype. It seems to work well, although the shooting system just boils down to 'hold right mouse button and click repeatedly'. I like the aiming arc!

Well, in that prototype, being the player an officer, the shooting was thrown in just so the you could have something to do, I could make that if you click when you're not supposed to the bolting fails!

However, if you need a hand in putting together a prototype or even some advice dealing with game maker, feel free to ask.
Logged
Bombini
Level 2
**



View Profile WWW
« Reply #23 on: May 15, 2014, 07:54:12 AM »

Looks awesome!
Logged

madlynonce
Level 0
**


Mel & Dan


View Profile
« Reply #24 on: May 15, 2014, 12:19:45 PM »

I'm experimenting with close combat animations. These are maybe a bit too short yet, but they get the point across well.



-Dan
Logged

Our Devlog:
madlynonce
Level 0
**


Mel & Dan


View Profile
« Reply #25 on: May 16, 2014, 07:03:11 AM »


We have a programmer now!
Thank you so much, everyone who wrote and I honestly feel really bad to turn any of you down.

Double-posting both for the programmer news and because I just worked out a system how to make nice and diverse close combat animations.

There will be one combat animation for each combination of weapons the two soldiers are carrying, with four different weapons existing: Bayonet, Knife, Spade and Bare Handed. The game will run the respective fighting animation until a winner is decided, then will change to a random killing animation that fits the current combination.
This way I "only" have to make 16 fighting animations, rather than doing a whole fight choreography for each different death animation, and still have it look natural. Making just the killing animations is so faster. (And so much more fun, too)

Although with this system I'm still not entirely sure how to handle 2 vs 1. Perhaps just limit it to stabs in the back? Does anybody have any ideas on that?

Here's an example of just two different fighting animations (Knife - Bare & Bare - Bare) with only one respective killing animation each, with a slightly different fight length each.



I'm also experimenting with some night and fog conditions. Smoking at night is of course potentially deadly as the light alerts enemy snipers.



...smoking in the fog is fair game though.



What do you guys think?

-Dan
Logged

Our Devlog:
Rebusmind
Level 3
***


Game Designer


View Profile WWW
« Reply #26 on: May 17, 2014, 10:18:25 AM »

Which software will your programmer be using to make the game?
Animations look awesome! Smiley
Logged


<a href="http://www.indiedb.com/games/life-on-mars" title="View Life on Mars on Indie DB" target="_blank"><img src="http://button.indiedb.com/popularity/medium/games/65022.png" alt="Life on Mars
Whyman
Level 0
*


View Profile
« Reply #27 on: May 18, 2014, 07:04:32 PM »

Game looks awesome and I love the whole hiding the smoking in the cover of the fog!
Logged
DarthBenedict
Level 2
**


View Profile
« Reply #28 on: May 18, 2014, 07:08:06 PM »

Oh cool, I thought this game was dead. Nice to see it's still being made.
Logged

Sly
Level 0
**


Pug Collector


View Profile WWW
« Reply #29 on: May 18, 2014, 08:43:38 PM »

Wow, the game looks fantastic! Like seriously, this is probably one of my favorite projects right now.

I think the night condition looks good, but I think fog would be a little better if it still had that outline around the characters but rather than just being white around have animated "clouds" rolling through maybe.

I wish you the best of luck with this project, it looks fantastic.
Logged

ryansumo
Level 5
*****



View Profile WWW
« Reply #30 on: May 19, 2014, 05:22:04 AM »

This is amazing. Kudos for treating the subject matter in a humane way and not glorifying war.  I really think there needs to be more games like this to help broaden the horizons of gaming, in the same way that papers, please did. It's the same reason we're tackling a subject like politics in the 3rd world with hour own game.

I'm excited to see how this turns out!
Logged

pelle
Level 2
**



View Profile WWW
« Reply #31 on: May 19, 2014, 09:25:55 PM »

WW1 is interesting in part because of all the horrors, but I read a lot about it neither for that or for the glory, but mostly because the problems faced by everyone fighting the war was so interesting. If you look beyond the cliches, the advances in tactics from 1914 to 1918 was mind-blowing. The (military) world took a leap from essentially Napoleonic ways of fighting to modern ways in just 4 years.

Not that I don't mind reading a good book about soldiers suffering in muddy trenches now and then as well, and I look forward to playing this game. I tend to play (and design) more wargamey games, but that always comes with learning about all the horrible things as a bonus.
Logged
madlynonce
Level 0
**


Mel & Dan


View Profile
« Reply #32 on: June 05, 2014, 01:17:26 AM »

Hey guys! Sorry for the long wait between posts! I don't have any gameplay to show off yet, but I'd like to respond to the posts and can show you some more pictures.

I think the night condition looks good, but I think fog would be a little better if it still had that outline around the characters but rather than just being white around have animated "clouds" rolling through maybe.

Thank you! That's a great idea with the fog. I think having more dynamic clouds for the fog will look much better. I used dynamic clouds for the artillery shells too and it definitely looked better, so I'll get onto that.

This is amazing. Kudos for treating the subject matter in a humane way and not glorifying war.  I really think there needs to be more games like this to help broaden the horizons of gaming, in the same way that papers, please did. It's the same reason we're tackling a subject like politics in the 3rd world with hour own game.

I'm excited to see how this turns out!

Thank you. I actually really love your project. I'm particularly fond of the fact that you are using the Philippines as inspiration for your Island's culture (and geography). A very underappreciated culture!
I'm all about exposing underappreciated or overlooked cultures and perspectives, which is one of the main reasons why we're having French VS German in our game, from the German perspective. During my research I found it was almost impossible to find English-language media that uses anything but the British or American perspective, which is a real shame. (The most famous exception being "All Quiet on the Western Front")

WW1 is interesting in part because of all the horrors, but I read a lot about it neither for that or for the glory, but mostly because the problems faced by everyone fighting the war was so interesting. If you look beyond the cliches, the advances in tactics from 1914 to 1918 was mind-blowing. The (military) world took a leap from essentially Napoleonic ways of fighting to modern ways in just 4 years.

Not that I don't mind reading a good book about soldiers suffering in muddy trenches now and then as well, and I look forward to playing this game. I tend to play (and design) more wargamey games, but that always comes with learning about all the horrible things as a bonus.

Being a wargamer myself, I definitely understand the sentiment! WW1 is absolutely fascinating, historically. All the strategic, tactical and political backgrounds and the differences between the different theaters of war are absolutely fascinating. Having the static trench war in the West and a dynamic war of movement in Eastern Europe, guerillas in the colonies, beachhead invasions in Turkey, the war is incredibly diverse. The technological and tactical advances were really immense too, as you said. The Germans essentially invented the Blitzkrieg in 1918. As a wargamer, I am really fascinated by the period '72-'18, because of all those changes and development. As a history-nerd I'm fascinated by the social and political changes.

But there is a rather large issue with that fascination. It leads to people ignoring the terrifying realities that came with these developments. Reading of technical and strategic advances and developments really lets one forget the small pictures. And that is that even if guns and tactics might have changed throughout the war, a single soldier could have simply sat in his trench in a quiet part of Belgium without ever seeing anything of those changes at all.
We are purposely making a point of leaving out the big tactics and strategies of the war, because an individual soldier simply doesn't get to hear any of that. Doesn't get to see any of that. They see a hundred meters of trench in both directions and that's their picture of the war, until they get moved to a different place or the war is over. When the corporal tells to run, they run where they have to, if they can. That's what the individual soldier sees of all those fascinating tactics. And that's what we want to portray. Give people a real picture of what it was actually like.

And here's the promised pictures!

Some artillery, that might end up in the game when Fritz is on break from the front and gets to see the world behind the front lines.



And a little test piece that I did with watercolours. Very crappy for now, but that's what practise is for. Our plan is to kickstart this, and I'd like to have watercolour illustrations on the kickstarter.



I also have some idle animations to show off, but I sadly don't have time to convert that all to .gifs for now, will update that soon though!

-Dan
Logged

Our Devlog:
Highlandcoo
Level 0
***


View Profile WWW
« Reply #33 on: July 16, 2014, 02:56:43 AM »

Hey Guys!

Just thought I'd drop and say I'm really glad to see this project it still going!

Looking forward to the kickstarter!
Logged

dez
Level 1
*


^_^


View Profile WWW
« Reply #34 on: July 19, 2014, 08:14:16 AM »

Hey Guys!

Just thought I'd drop and say I'm really glad to see this project it still going!

Looking forward to the kickstarter!

I'll second that.  This looks super interesting.  Do you guys have a programmer?
Logged

I'm developing OBEY - Steam | Devlog | Twitter | Facebook
Oleg Klishin
Level 0
***



View Profile WWW
« Reply #35 on: July 19, 2014, 08:30:38 AM »

Well this looks really interesting. I like the style and indoors, but I should say I don't really like outdoots. Large field looks empty with small soldier sprites, or maybe that's done intentionally? Also I think you should make grass little bit darkder and less saturated. It distracts eyes from characters too much.
Logged

Art portfolio and social media links: olegklishin.com
madlynonce
Level 0
**


Mel & Dan


View Profile
« Reply #36 on: July 23, 2014, 11:50:05 AM »

Hey guys! Sorry for the long wait since the last update! A lot of exciting stuff happened!

Hey Guys!

Just thought I'd drop and say I'm really glad to see this project it still going!

Looking forward to the kickstarter!
Thank you! And good luck with your own project too! I just saw it's on Desura now, that's really exciting!  Grin

Hey Guys!

Just thought I'd drop and say I'm really glad to see this project it still going!

Looking forward to the kickstarter!

I'll second that.  This looks super interesting.  Do you guys have a programmer?
Thank you! Yes, we have a programmer now. It's going very well so far, and we plan to kickstart the game soon, see below.

Well this looks really interesting. I like the style and indoors, but I should say I don't really like outdoots. Large field looks empty with small soldier sprites, or maybe that's done intentionally? Also I think you should make grass little bit darkder and less saturated. It distracts eyes from characters too much.
Thanks, that's really good feedback. I'll play around with the saturation of the grass a little. Right now I've kept it rather high to really differentiate the green grass from the muddy battlefield. We were hoping to achieve a neat transition from a relatively green battlefield to one that's nothing but mud and craters.
As from the size of the battlefield vs the size of the sprites, we're still experimenting which level of zoom we want to use. I do plan on filling the battlefield with more details, to make it feel more alive, but I agree it's still a little empty so far.

So now for some news:

We're on IndieDB!
The button is in our signature! We'll post future updates both on there and here in the future.
I'm not sure how we should refer from IndieDB back to here though, what do you guys think? Should we put it as the homepage? (until we have a proper one) Or mention it in the summary?

We are launching a Kickstarter on the 28th!
The same day we're also gonna go on Steam Greenlight. We chose that day since it's the centenary of the declaration of war of Austria-Hungary on Serbia. I'm working on some illustrations and a trailer for the Kickstarter, and here's a little taste of that:



The above picture is still work in progress. I'm using a bunch of different traditional media (and trying to recreate some styles of the period) to make some atmospheric illustrations.

We've been featured in the largest German videogame magazine! (Gamestar)
We have been interviewed for an article on WW1 as a setting for videogames. Our game is featured in the August edition (which will come out in the next couple of days) with the pictures and explanations from this very Devlog and the date for the kickstarter will also be printed. Since the magazine is not out yet I can't give further detail or show off any of the article, but it's very exciting news!

Thanks for reading!

-Dan
Logged

Our Devlog:
Panurge
Level 5
*****



View Profile WWW
« Reply #37 on: July 23, 2014, 12:56:44 PM »

I don't doubt that this is going to get greenlit and kickstarted in pretty short order. It's shaping up to be one of the most interesting games I've seen in ages. Any plans for a trailer?
Logged

illugion
Level 1
*



View Profile
« Reply #38 on: July 23, 2014, 01:30:59 PM »

Wow, this looks intense, as people said before, this shows a side of the war that usually games don't show.
The tiny pixel art is really well made too, can't wait to see that kickstarter!
Logged
Averon
TIGBaby
*



View Profile WWW
« Reply #39 on: July 28, 2014, 08:33:58 AM »

Hello everyone! Smiley

I thought this would be a great time to introduce myself, I'm the programmer on Fritz. I plan on doing a few technical posts about how Fritz works underneath all the pretty pixels if you guys are interested.

But untill then you should all go check out our kickstarter which launched today :D

https://www.kickstarter.com/projects/462029764/fritz-a-video-game-about-world-war-one
Logged
Pages: 1 [2] 3
Print
Jump to:  

Theme orange-lt created by panic