May 8, 2014

Project Temporality Releases on Steam,Gamersgate and 70+ stores worldwide on 20th May

by Niklas Hansson

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..

PT_Screen06_720

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.

TemporalityScreen167 copy

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Project Temporality Releases on Steam,Gamersgate and 70+ stores worldwide on  20th May Project Temporality Releases on Steam,Gamersgate and 70+ stores worldwide on  20th May Project Temporality Releases on Steam,Gamersgate and 70+ stores worldwide on  20th May Project Temporality Releases on Steam,Gamersgate and 70+ stores worldwide on  20th May
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 :)

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Putting it all together, Trailer Woes Putting it all together, Trailer Woes Putting it all together, Trailer Woes Putting it all together, Trailer Woes
January 3, 2013

A new year but the same game.

by Niklas Hansson

So it has been a while since our last update this is partly because we had some winter vacation time, but also partly because we have been working really hard the last weeks of 2012 at putting our new environments into action. While it has taken a longer time than we had thought the results are worth it.

Sometimes in development you have to decide between time and quality and while not always most of the time quality is the right choice. And it’s the choice we have been making consistently at any issues that came up during the creation of these environments. While taking the slower choice sometimes feels painful as time drags on it’s important to remember that the consumer only sees the end results he doesn’t see the time spent at it, So he will not see that you worked quickly or was forced on time he will see the game and that’s what it’s all about. Making certain that the product we outputs will be worth your money. So while these new environments has been taking a longer time than expected we are certain that you will understand why when we show you the end result. What we will show you today are still early screens from our test levels and the final game will look a lot better but it’s still at the level where we want to show it.

Another thing that we have been working on is a new trailer, the first one that hasn’t had to be done quickly due to a deadline or lack of material. So this time instead we can actually spend time working on it. So finally our cinematic tools are being put into good use and while the trailer still is a bit away the work is progressing well. We did all the non game-play clips during the 26-28 December and it’s already sent to our musician for scoring. We will film the final game-play clips next week and then go back to re-scoring and maybe some final clipping adjustment. For the first time we even hired in a Director to help instead of doing it all in house so this is an interesting experiment for us.

However we are not only working on Art and trailers, during the coming week we will focus really hard in on trying to build some of the final maps for the game and get them tested and re-tested to make sure we get the beginning of the game just right. While we had 15-20 different maps build during the development of the game and we had over a 100 persons testing the game we only recently started to feel that we had enough understanding and feeling for the game-play and how new players learns it to really sit down and nail those maps. Obviously they will have a lot of similarities with the ones we had before but with small tweaks and adjustments to get everything flowing just a little bit better. We want to give the player an interesting journey with booth challenges and exploration. But we don’t want them to get frustrated either. The balance between being challenged and still progressing will be one of the hardest things to nail down for the final release.

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A new year but the same game. A new year but the same game. A new year but the same game. A new year but the same game.
June 14, 2012

Post DBP Update

by Niklas Hansson

So we have been quiet for a while here. Mostly because we have been hard at work for our dream build play entry for this year. You would have believed that this would have been a walk in the park especially since we had a year since last time. However we have since then changes the basic tech and all the content in the game.

And getting something representative together with all these changes has been tough grueling work. while a lot of things had to fall by the cutting floor due to the tight deadline a lot of things also come together.  The demo contains 6 brand new levels with mostly brand new puzzles.

Lasers and mirrors are for the first time visible outside of our locales, And puzzles build on temporarily fielded objects. We hope that now that we have gotten over this hurdle we will be able to share a lot more with you on the development and what we are doing.

For now I give you our new DBP trailer it is slightly  blurry and choppy due to video compression issues we simply didn’t have time left to experiment with different export options.

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Post DBP Update Post DBP Update Post DBP Update Post DBP Update
May 8, 2012

Build #4-#5

by Niklas Hansson

It was a while since the last update here. Mostly because we have been to busy actually working on the game to make an update. Since we decided to enter Microsofts Dream Build Play competition we got a harsh deadline looming above us. We have been successful in moving to the new content and are producing levels in it. It’s just all the small details that takes time coming together.

However we have some nice news. Our second trailer has pushed above 5000 views which is quite nice.

 

Not as much as we are aiming for in the future of course :) But still nice to see it continue to climb over time. Except for that we are in a big getting things done phase. We hope we will be able to show you more soon,

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Build #4-#5 Build #4-#5 Build #4-#5 Build #4-#5
August 28, 2011

Our DBP trailer is officially 1337

by Niklas Hansson

All right so some of here are big nerds and we couldn’t help noticing that the original version of our dream build play trailer just made 1337 views, or a leet number of views if you want to think of it that way. You can also notice that if you have a digital clock it is also l337 one minute every day :)

Of course the new trailer has already dwarfed the DBP trailer which is nice because it does look a bit embarrassing with today’s standards.

We will make a couple of new updates soon.

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Our DBP trailer is officially 1337 Our DBP trailer is officially 1337 Our DBP trailer is officially 1337 Our DBP trailer is officially 1337