January 13, 2013

Putting it all together, Trailer Woes

by Niklas Hansson

So this weeks update has gotten slightly delayed, we had a rough couple of last two days getting all the finishing touches added to our cinematic editor and putting it through the paces by making the final clips for the trailer.  Making a trailer that actually conveys our game-play has been a challenge for us on this project, how do you convey a puzzle game in an interesting way while still showing it’s core. Going through an entire puzzle is to slow and showing the solution doesn’t  help much either as it won’t show the process that goes through the players mind and it’s hard to understand. The original portal trailers used small flash style clips showing the solution visually first and then showing it in game to help the player to grasp the concept, With the portal concept being such a visual concept it was easier to show since what happens in Temporality is more behind the scenes it’s harder to show, Instead of trying to show real game-play we have opted to concentrate on showing what the game-play is about.  Single player cooperation using multiple time clones in differing timelines to resolve the problem before you.

Obviously not all puzzles lend them self to showing so we choose a couple that easily demonstrates the concept. To do this  we have opted to use recordings of game sessions with moving camera showing of the action from the best angles. An interesting thing is that since the concept of time in the game allows the player to control multiple clones at the same time during different time lines. This we can’t show as we can’t show multiple timelines at the same time. What we do see is the final timeline with all the clones performing their actions at the same time, the way it would seem to anyone not using the TP-205 Implant. This allows us to show the concept of multiple clones cooperating to solve  a larger problem. However the actual time manipulation won’t be seen. An idea we have is to do a dual recording where we show booth the players actions from the players point of view and the resulting timeline side by side to show the differences. We will see about doing one of these as a complementary trailer.

But at the moment we have other focuses that are even more important than our presentation material (as important as that is for a smaller studio), our game. As we talked about last week we are now working towards putting together the final levels and the final puzzles based upon the myriad of focus tests we have performed earlier. This week we have managed to put together 3 levels in what we hope will be a near final state we will put together another one beginning next week and then we will run a focus test on the beginning of the game. Incidentally that will be the complete set of levels put together in the Cybernauts environments (we will try to do a lore post later explaining more about the games setting but to give some info Cybernauts is one of the four companies that has build the different parts of the test facilities).

This will mean that we will hopefully have the 25% percent nailed down soon and production wise that is important since the difficulty of the puzzles on later levels are depending on what the player have learned earlier which forces us to put the game together from the beginning towards the end now that we are homing in on the final levels and not just testing around. Thankfully putting together levels are quite quick it’s coming up with the puzzles that is the hard part and to put them into a proper flow and we have done a lot of work on that so it’s not like we are 25% done by now. I would say we are around 80% done which goes well with our plan for a spring release now in 2013. Yeah we are finally going to push this out. since we increased our staff size during the fall we have been able to progress much faster than earlier and we can definitely see the finish line approaching which for the ones of us that has been on the project since winter 2010 feels quite welcome.

We might do some posts later on the evolution of Temporality through the years booth visually but also some of the puzzles that got used along the way and the different map designs and what worked out and what didn’t. Again if you have any preferences of what you want us to cover in the future don’t hesitate to contact us either through the comments or our webpage.

As a company this has been an amazing roller-coaster ride of focus changes at the beginning of the fall we had a huge focus test session with 10 levels in the test and a really strong game-play focus. Then after that we had to buckle down and find out what we wanted to do visually and now with the trailer work we have worked that out and will again turn our attention mostly to the game-play part to nail down the final levels there will always be time for visual polish after the levels are solid. Which means that we aren’t even placing props on the levels we are building now. We feel that it’s important to focus on what is important at every part of the development so you don’t get lost. But then I admit that we have been very lucky, the core game-play worked well straight out of the box during the spring of 2010 and since then the focus has been more on what mechanics we can add to that core and how we can create interesting puzzles using them instead of having to spend a ton of time on making the core work. This is why we had time to focus on booth looks and level design to reach the level of polish we are at right now.  And things will just get more interesting going forward.

Until next update :)

October 23, 2011

Defrost games at Cyberlan!

by Carolina Hansson

Next week during Cyberlan at Östra Kanalgatan 3 in Malmö, Sweden Defrost games will have a small exhibition display where you can come and have a chat with people on the team or just try out
the new and improved version of Project Temporality.

So for anyone wanting to just say hi or who would like to comment on our game, we hope to see you during Cyberlan at the 28-29th, 13.00-20.00.
A full pass (4 days) for those who wants to Lan costs 200 SEK, a daypass costs 50 SEK.

We hope to see you there!

October 2, 2011

The pod cast

by Niklas Hansson

GameMarx EP56 – A Clear Picture with Defrost Games

It seems we forgot to post the actual podcast here so here it is. We are currently busy trying to set everything up for entering full scale production, talking with different artists and so on. Creating projects plan etc, all the the necessary stuff that will allow us to be creative the rest of the time.

September 25, 2011

POD cast and website redesign

by Niklas Hansson

This saturday morning (4:am to 5:30am) we were apart of the GameMarx podcast talking about amongst other things our mentality when it comes to focus testing, and of course the press release issue.

Except for that we are working hard to get  ready for another focus test, and also are looking at redesigning the games part of the website to allow us to show a lot more media to you guys.

September 12, 2011

Announcing a new team member

by Niklas Hansson

Now when we are scaling up and getting in gear to take Project Temporality from a demo to a full game we have to make some adjustments booth to the team and to the development process. We will be trying to communicate those to you in the coming weeks.

But first out we want to welcome Anders Sandberg to the gang. Anders studied Game Art at The Game Assembly in Malmö and also did a stint at Imperial Game Studio before ending up here.

September 9, 2011

we’re sorry about the press release

by Niklas Hansson

There hasn’t been much noise from us here lately and it’s not because we haven’t been hard at work but instead because we are focusing on moving forward after the trailer.

There has been a lot of thoughts and ideas and surprises surrounding the launched trailer. One of them was the last minute change of the press release we sent to certain sources(some got the correct one) where we thought it would be a good idea to put our elevator speech “It’s Portal meets braid,on crack with avatars” on the top of the press release.

In retrospect people didn’t get to see enough of the game to understand the comparison and thought we were trying to say we were just like those games. We used that phrase because our game is very much in the spirit of Portal, as it is a puzzle/action game that forces you think in new patterns. And since our core game play mechanics are about time manipulation it made sense to use Braid as the example for this. The issue of course is that elevator speeches aren’t made for headlines. And also that we simply wasn’t showing enough of the game so people couldn’t make the connections.

We have learned a lot from this mistake however and feel confident that we can start moving forward again, and if anyone feels we offended their favorite game or that we was just trying to capitalize on their fame we are sorry. It is however still the best way to describe the game in a single sentence.

We will make sure to keep new updates coming as there is a lot of exciting things to talk about.