So now it’s time after what feels like forever we are finally doing our broad release on 20th May 2014 Project Temporality is launched not only to Steam and Gamersgate but also to over 70 digital stores worldwide. To celebrate this we now release our Steam Gameplay trailer. Making trailers for Temporality has always been hard, how do you show a game that mostly happens in the players head ? What we have been forced to realize is that you can’t. So we instead try to illustrate it by using split screen techniques for this trailer. While it would be insane to play in such a view it does a good job of showing how hectic and Complex the gameplay really is.
This does not mean the end of Project Temporality we already have our first patch planned out. Full Controller support (The game already fully supports controllers in every screen and mode of the game, we just has to change the graphics symbols in the game).
High-Five mode support ! Ever feelt down wishing someone could come around and cheer you up with a good high five ? Well sadly you can’t High-Five yourself. But we have the solution, Time Clones !!! You can set up as many timeclones as you want going around giving you a virtual high five, how can a single normal human beat this ? Well they can’t..
We are also looking towards the future, there was so many things we wanted to add to Temporality but didn’t had the time for, we feel we are just barely touching on the surface of possible gameplay mechanics. We would love to add more levels and expose some of the mechanics that got cut like plasma bullets with a global health for all your clones which makes timing even more of an issue.
Or Temporality field beam that shielded the object the beam hits from time manipulation create some really nightmarish puzzles. We have so many ideas but after 4 years of evenings and weekends we have to release it too and look towards a bright new future with not only Temporality but also Dead Strains.
After almost 4 years of struggles I am happy to announce that Project Temporality has gone gold and that we are now finally finished. The game is currently available with 20% discount on preorder at Desura where we will be launching on 7th March (Any purchasers will of course recieve a complimentary steam key also when we launch at steam. We are sitting pretty at spot #26 at greenlight now).
So how do you wrap up a road so long and winding as what we have traveled ? This journey begun as a simple husband and wife project back in fall 2010, just a way for me(Niklas) and my wife to do something interesting together. It was supposed to be a quick project to play around with XNA and release to XBLIG before we moved on to the real project. And while I had plenty of experience from my Massive days Carolina had never made a game before.
But somehow out of this something special was born. We started realizing it when we did our first focus test and everyone (even those who don’t normally plays puzzle games) liked it so much that we decided to try and take it one step further. and theres where road started winding back an forth, as Carolina due to her studies wouldn’t have the time to be the sole Artist anymore. Thanks to some friends we manage to get together a short playable demo for Dream build Play 2011 where we reached the semifinals despite being so early in development.
We don’t need to document all the bumps in the road but finding artist that had the time and the skill-set to work on the project took time and work, especially since we all worked from home during weekend and evenings. But that gave us time to ramp up the technology and perfect our custom engine Sparta3D , for the record the game does run on xbox360 and yes it looks almost the same. We spent a lot of time on physically based lighting,parallax corrected local reflections high quality temporal SSAO solutions to make the art we did produce look as good as possible. And we thin you will agree with us that the game can look quite stunning sometimes. But thats not the reason why we created a custom engine, we just didn’t have a choice with the vision of making the fourth dimension as accessible as the other ones we knew we had to move forward and backwards through time seamlessly and that is not supported in any middle ware engine. This also makes sense as you would have to remove a lot of optimizations to support it. But for our goal it was clearly important, we also wanted to create a vivid but sharp look with nice high res but soft shadows everywhere which meant that pre-calculated light maps just wasn’t going to cut it. We needed to be all real-time all the time. And while we have some pre-calculations for bounced light that still holds true today.
But after that the production on the game started for real, and while it has taken a lot of time to build all the content considering our Core team consists only of 4 persons. We have finally reached the end after what feels like endless iterations of art,maps and puzzles.
An we are really happy now to show of Project Temporality to world and hope that you will have as fun playing it as we had creating it.
So, the game is soon to be release and we decided to give our hero one last boost. The animations have been rechecked and fixed, as well as #87′s rig and textures – now he has entered his final stage. What do you think?
For more screenshots, check out the About the game page. A new trailer will also be available shortly so be sure to keep your eyes open!
Today is a special day for two reasons. One is that we are finally starting our indiegogo campaign that we have been working hard on during the last weeks. This also means that we are giving out the first new game play footage in months and a lot has happened as you will see.
The second reason is that Martyn J. Fogg whose theories on terraforming has shaped the Temporality universe from a generic space setting to our Jupiter on fire setting. So it’s just fitting that we launch on this day.
So what has happened since the last time ? Well we are finalizing the Steam setting whichare shaping up nicely and we are also building a lot of maps. By the time we made the puzzles trailer we had 5 maps now we have 10 (soon 12).
We also has a new trailer so please go to indiegogo to see it.
Technically we have made some nice additions too we have moved to a spherical harmonics solution for our ambient lightning just as games like metal gear solid 5 etc. We have adjusted our physically based lightning with some minor tweaks to more accurately depict how light reacts in the real world.
We have gone over all the levels lighting and propping wise which makes them really pop a lot better. We have also changed or improved a lot of our existing props all of this to give you a game that looks nothing like when we announced it for greenlight this spring.
This is all because today our first press demo will go out to selected members of the press (If you are from the press and want it please contact us).
The special point of our campaign isn’t that we want your money, we want your help, we want you to be a part of building this game. To this goal there are several perks that allows you to actually work with us to create the game. Yes you will create actual content for the game and will get proper credit for it. If you have wanted to really be a part of a game this is your opportunity to do so.
We are hard at work here now responding to the feedback we have gotten. Our main goal at the moment is to put together a press build that we can share with all those that have requested it, but there are a ton of small things that just has to be fixed before that can happen. Things that don’t disturb our focus tester but that would disturb a member of the press.
Except for that we are focus testing our new first 5 levels of the game, so far the testing is going well but we found a lot of small issues that we felt we wanted to fix.
So for today we decided to do something different instead of writing a ton of text about the development and how it’s going we’re instead going to show you a bit of what our artists have been working on lately. We are booth going to show you a clean maya render and a turn table of the object the way it looks in the game this will allow you to both get a close look at the objects but also be a good representation of the visuals of the game.
And as an Extra bonus we also have the turn table view of our new Exit Effect
Thats all for this week thanks for following us, As always we are on green light.
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.