Posts Tagged ‘ New Game Plus

Ocean’s Dream

yesterday i reached half a century of life so i decided to release this album i’ve been sitting on for a year or so. i wanted to release it in the summer but only finished it toward the end of last august. it was inspired by listening to a lot of peaceful, ambient music during long and sometimes stressful patches of work on my game. records like that are like an ocean of calm to me in what is feels like a turbulent world. in particular, records like ‘weaving a basket’ by sea oleena and ml buch’s ‘suntub’ (whose album cover this one is a nod to). a huge thankyou to those artists for the healing music.

https://spacerecordings.bandcamp.com/album/oceans-dream

some background on the title… (warning – contains lots of nerdy guitar info! but that’s what i love blogs for.)

ocean is the name i chose for my new-ish fender ‘american vintage 1966 reissue’ jazzmaster in lake placid blue. despite guitar being my main instrument, it’s the first i’ve acquired since the gunmetal blue (now faded to a deep racing green) 1988 usa standard telecaster i bought after working a summer job on a norfolk farm in 1993 (known as ‘tree’). though that guitar features on the majority of my records, it was in an attic in vietnam when i made lone survivor, so the one used on that was actually my even earlier korean 80’s squier stratocaster that my daughter now uses. my first guitar, bought in 1991 when i started my first shoegaze band, ‘nowhere’. i’m not sure if that one has a name but it is one hell of a guitar too. olympic white. at some point the pickguard was painted a custom tortoiseshell with my no doubt toxic 80’s games workshop miniature paints (makes it sound better imo).

anyway this is ocean’s dream. ocean has a sound that’s like waves and water as you’d expect, to my ears shining and full of energy, undulating and infinite. i am so lucky to own this beautiful instrument. it will be the main one i use, i hope, for the rest of my life. whereas with tree i have done zero maintenance since owning it, i have put hundreds of hours of fine-tuning into ocean: it’s always having different issues, it was terribly setup out the box. it goes through expensive chrome flatwound strings like nobody’s business.

these fender offsets (the type of guitar body that is offset for comfort that, as kevin shields says, go forward) are really like the 50’s american hotrod cars they were inspired by: they are fiddly and require a lot of tuning, but when everything’s where it should be, the way they chime is a beautiful thing. this album is an exploration of it going through a lot of pedals and two amps (including the fender 1964 handwired ‘deluxe reverb’ reissue that i felt i needed to complete the sound… my papa used to say always get the tools for the job… i guess? nope, can’t really justify it, but it is really wonderful.)

mostly guitar, zero drums. some sax and piano here and there. i wanted to make something peaceful that maybe could help filter out some of the negativity in the air*. i wanted to imagine what ocean would dream about. i hope it is helpful to you in some way.

peace and love,

~jasper

ps if you listen carefully you might spot some tracks that turn out to be featured in some form in my new game. you may be the first to hear them, in which case.

handmade games

*i once released games under the studio handle ‘handmade games’

the ‘handmade games’ philosophy extends to every aspect of new game+:

  • i must make the sound effects from recordings, synthesisers (and where i must use snippets of sounds i cannot get myself, i must heavily disguise them, not simply reuse the generously-given work of others on places like freesound.org).
  • i must make all the songs with single-take recordings of live instruments and heavy, old synthesisers and a million wires and mics going everywhere, a million effects and guitar pedals on everything, two amplifiers recorded on either side of the room for ‘width’ (not only on guitar).
  • i must storyboard the intro by hand on paper and work on it for over a year.
  • i must draw all the maps and character designs on paper.
  • everything must be animated by hand, not programmatically, even wind effects.
  • i must code every part of the codebase (except one complicated shader) myself, reuse nothing, even if there is much better code available for free or cheap. unity has a great particle system? roll my own.
  • i must use none of the built-in unity helpful systems or effects or even basic sprite handling and instead write my own engine within that engine.
  • i must build all my tools (even my own pixel art software).
  • i must never use ai, even for search (well except once… to help fix a tricky rendering bug. it did help but also i had to do a lot of work checking the code and i’m not sure what would have taken longer. it’s my nature.)

this is not all to say ‘look how much work i’ve done’, rather to illustrate the pathological amount of control-freakery that has made this project take 14 years and change. it’s something i’m advising against, to be clear. there must be a good balance somewhere. i just clearly don’t know what it looks like. then again, maybe this is part of what makes my games my games. and maybe it’s needed more than even now in a world with so much automation? i don’t know, really. ask me after about 16-17 when it’s done.

anyway, i’ve got a good flow at the moment. it’s taken many years to get a good balance alongside life and music career and some health issues which have made things slower than i’d like. but i with the aid of my new business manager and my putting my music on ‘quiet mode’ for a bit (i have a couple of albums to release soon but then backlog is not really increasing rn…), things are feeling achievable and not only that there’s a new passion and excitement there that’s reminding me of the old days. maybe it’s the similar doomy feeling of ‘this has to work or else i am literally broke’ that gets me in gear and perhaps i even relish that challenge. again, this is not a mode i suggest operating in because it also comes with a huge amount of anxiety that only builds the more years that pass and the lower the reserves get.

as i hit half a century this sunday it’s got me philosophising about how i spent my last decade and a half, almost a third of it i guess? i don’t regret it. i just don’t encourage or recommend it! perhaps there is a balance to be found there, after all.

but i do still love pretty much anything handmade. so i think including as much of it as can be considered practical is always a good way to go.

*like the 1995 Amiga game Keith’s Quest (apologies for stealing the logo, Terry Gilliam!)

nostalgia

when you’ve been working on the same area for 14 years, it becomes so familiar that each new object added becomes a foreign invader. it must justify its encroaching presence or be erased!

it can make the whole process take rather long. back in 2012, when my plan was to make my take on ‘zelda x demon’s souls‘, i wish i’d realised what an undertaking that might be 😀

with that said, i’m getting close to finishing the overworld. it’s a game where, having beaten the introductory level, the world opens up and you and your companions are free to explore in any of four main directions.

so then the hub world becomes especially important. believe it or not i’ve probably spent over a year just working on the right music for it alone. and then recently i went on a nostalgic trawl through all i had attempted over the years and realised a lot was usable, it was just that i needed to seed a variety of songs, given that a huge amount of your gameplay time will be spent around this central hub known as the Temple of the Silent Gods. it was more that i was spending so much time with each song developing it that nothing could ever live up to that amount of scrutiny. i realised i had done some decent work maybe. it was just how best to present it…

this week i’ve been working on a ‘set piece’ area that i’m really excited about, inspired by re-reading Lord of the Rings. i love those memorable encounters with the things that lurk in the dark, unexplored corners of the world.

i’m actually so into this right now. i hope i can maintain this momentum until the finish line.

superflatgames.com is back!!!

hey friends, i hope you’re all doing well. and as ever sorry for the long ‘awk’.

just a quick update to say that the site now has a new hosting package with SSL security and that means that this site and https://lonesurvivor.co.uk and even the mysterious https://newgameplus.com now appear safe to your browser of choice

(keep an eye out spacerecordings.co.uk going live soon also!)

from here on out i’m going to make a concerted effort to update this blog a lot more often, ideally weekly…

the game whose working title is NEW GAME+ has now been in development for over 14 years. which means it may be the longest on record still unreleased game still in active development?

not an accolade i’m proud of by any means, but the game on the other hand, well, that i am more excited by than ever. i have newfound motivation to get it over the finishing line (and as i’ve invested nearly everything in it financially it has to be out soon anyway!)

i also now have a little help from a manager who is taking some of the weight off. more info on that soon…

there’s lots to share in the coming months. i look forward to going on the final journey with you all.

~jasper

progress report

just wanted to say that it’s going really well and i feel like there’s even a slim possibility of seeing the end of this thing next year

new game+

it’s been 12 years…

…but it’s still on

in fact my current plan is to focus on it exclusively until i can finally release it

thankyou for your patience. i’ll try to update this place occasionally with progress. i understand there’s probably a lot to talk about at this point, having kept silent about my development for over a decade.

Art Pass!

As things have been winding up on The Director’s Cut, I’ve been able to do a certain amount of work on New Game+ finally!  Over the last 9 months while I’ve been working on the PlayStation ports, I’ve literally only had the time and energy to work on New Game+’s soundtrack (which has a lot of tunes now) but none for the game itself.

But I’ve managed to do some work on it, including an art pass, quite recently as things have been quieter while Curve wrap up the ports.  I converted all the art to a new, simpler 32 colour palette (to match the Amiga, the game machine which I grew up on).  This means the look is more coherent, if less ‘detailed’, and another good thing is that it makes the rest of the art a lot quicker to do.  There is a lot of art to do for this game, so that’s a good thing.

Here’s a comparison between the NEW EXTERIOR:

… and an OLD EXTERIOR:

(I was trying to get closer to the original mockup:)

Here’s a NEW INTERIOR:

… and an OLD INTERIOR:

So, although it’s a subtle change, it’s hopefully going to make things look better, while being quicker to produce!  Let me know what you think of the new look!

(Also, this is a thing I bought recently…)

There is more news on the horizon about NG+…   I can’t announce it quite yet, but something pretty wonderful is about to happen!

Lone Survivor for PS3 + PSVita

Where is this, huh?
 
Hi everyone.  It’s my great pleasure to be here today to announce the details of the PlayStation 3 and PlayStation Vita ports of Lone Survivor. I’ve been so exited to tell you guys about it for the last few weeks, but I had to hold it in until it was finalised! Anyone who knows me or follows my twitter feed will be aware that I’m a massive Sony fan and literally play 95% of the games I play on my PS3.  It’s the console that fits me the best, and it’s the controller I imagine when I’m designing my games: so this really is a dream come true!
 
Where is this, huh?
 
But for those who missed it the first time round, and what with it having been out almost a year now (my goodness!) … what is Lone Survivor?  It’s a game very personal to me that took almost seven years to get right.  I guess you could call it a blend of ‘Lynchian’ psychological horror, point’n’click adventure mechanics and a virtual pet-like ‘physical and mental survival simulation’ – the idea being that how you choose to survive is up to you. It’s the last record of a nameless, masked protagonist, holed-up in a city full of diseased monsters, starving and exhausted. When we join him on his quest, he has already begun to question whether all of what he sees is even real.
 
My hope is that you can play through the game in the style that suits you best – I wanted to try and make a role-playing game with meaningful choices. It’s an experiment in making every insignificant fact in the game having an invisible, or murkily visible effect on your outcome, however small. And also to try and get away from showing statistics so that people ‘feel’ their way around… perhaps people are more inclined to role-play when that’s the case?  There’s no longer a need to ‘min-max’ everything? And I think it sort of came together? It’s certainly an area I’m interested in exploring in my future games.
 
To my amazement, Lone Survivor has turned into something of a phenomenon over the last year. Since its release, it’s been nominated for a Golden Joystick, picked by many blogs and magazines as Horror Game Of The Year, and has received many glowing reviews. Sales have been beyond anything I could have imagined: I only wanted to be able to fund the next game, and that bas been done several times over, probably. Its story seems to provoke heated debate amongst fans and critics – I never get tired of reading people’s different interpretations, that has definitely been the highlight of sharing it with so many people. People seem to love the music, the weird mechanics, fans write to me about the ‘depth’, ‘realistic treatment of adult themes’ and ‘warm humour’ in the writing etc.
 
As a brief personal aside… my late papa, Johnny Byrne, who the game is dedicated to, was a writer. And Lone Survivor actually contains at least a brief novel’s worth of text. I found this out when I hacked it out of the game ready for translation! It’s the first large piece of writing I’ve ever released into the world, and it did take far longer than I imagined, and it didn’t click with everybody… And to get a bit deep for a second, a large theme was his own illness, and me dealing with that… But, basically, what I’m trying to say is, for people to get what I’m trying to go for, and maybe even to take something away from it… Well, I’m completely floored and humbled. I really could never have expected or hoped for this to happen. I just needed to make this game, even though I had no idea if it would connect with anyone else. More than anything, I wanted Lone Survivor to be a game that approaches issues rarely touched on in games – the effects of grief, mental health issues, the examination of drug use and abuse. And, somehow, the stars aligned and the good news is I’m able to keep making games for the foreseeable future, because I really do love it!
 
I have the utmost confidence in London studio, Curve, who are handling the conversion duties, to produce the ultimate version of the game. They are moving into publishing with such excellent titles as Thomas Was Alone, and I’m proud to be joining their stable! It is still important for very small development teams, such as myself, to have help in publishing on console platforms. And, while Sony are doing great work to reduce the amount of bureaucracy needed to make it possible, and I applaud them for this, it is still impractical for a one-man team to self-publish (go through certification, age ratings, translations etc.) As I said, this has been a life-long dream for me, to release a game on a great console with a bespoke controller, and this shows just how far things have come that a one-man team can do that with minimal help from a publisher. Whether that still makes this an indie release or not is up to you to decide (see Spelunky’s Derek Yu’s great article that deals with this subject.) To me it’s just a word that’s occasionally useful to give context, not something I give much weight – I consider myself a maker of games first and foremost! The main thing is that all the content is being made by me, with my own funding, without any external input.  Besides which, Curve are an entirely independent entity, so this is a very grey area and again shows me how easy it can be to get hung up on the word. Anyway, the important thing is that their excellent track record speaks for itself, and that their own games have a really good sense of feel (something that’s very important to me personally.) I’m positive that they’ll only improve the game with their years of console development experience, and are just the right people for the job. And of course I’m overseeing it closely at every stage to make sure it looks, sounds and plays exactly right!
 

Extra secret bonus stuff And stuff… 

One exciting aspect of this announcement for me is that I’ve secretly been devoting a lot time and resources into adding additional content into the game, initially exclusive to the PS3 / Vita. I even disappeared to another country for two weeks to work on it in complete isolation, to get back into the right vibe (making sure to eat and sleep poorly!) Of course, there will be Trophies, Cross-Buy and Cross-Play support, but I’ve also been working on (amongst one or two other surprises) more than twenty new items, new dialogue with all NPC’s, two extensive new side quests, two new locations, and a brand new ‘Yellow’ ending, featuring a new piece of music for the ending.  I’m looking into touch control for movement and inventory use.  The idea is that this version really will be enhanced in every way, smoother, nicer to control, with a lot of little extras that don’t change the game itself, just add to it (in fact, almost all of the content is only accessible in … wait for it … NEW GAME+!).
 
I hope you enjoy the game. And for those who’ve already supported it, thankyou so much. I can’t wait to share the new content with all of you in the summer!
 
I don’t have anything to announce at this point regarding bringing the additional content to PC / Mac / Linux, at least until I can focus my resources on it after the release.  But it’s something I hope to do, so I’ll keep you posted about that!
 
I’ll leave you with a link to the new trailer, which you can also find on the Sony EU blog… Just click on the image at the top!
 
Cheers,
 
Jasper
 
PS More NEW GAME+ news to follow soon, it’s had a short break while I’ve been doing this, but I’m constantly testing and tweaking it!  I took it to the Local Multiplayer Picnic in Utrecht while I was in Holland last month, and it was a fantastic day.  Thanks to JW, Rami & friends for that! Be sure to pick up their Super Crate Box on your Vita if you have one!

The Soulsian Quest

Making a “Soulsian” game is very enjoyable to me.  I was thinking about this a lot the other night at the pub with Terry Cavanagh and another rabid DARK SOULS fan, during a five hour discussion about the game.  Having spent four years fighting to get a narrative-heavy game to work well with its mechanics, and replaying the same bits of narrative again and again until they worked, it’s refreshing to do something more design-focussed.  Of course, the theme is still really important to me (perhaps one of the things I value the most), but as with Lone Survivor I’ve decided not to share any details of the story until the game is released.  The games I make tend to come from the theme, rather than the mechanics, even with NG+, but this time its focus is more a blend of the two aspects.

NG+ Meet The Ranger

So, the nice thing is every game is different when you have this many mechanics and styles of play…  It means I have to devote a lot more time to balancing and playing the game, but that’s turning out to be a lot of fun with four players anyway, and giving me a lot to take home after each event I take the game to (I’ve been starting to ‘hit the road’ with it recently, now I have four quite different characters and the stats and weapon systems fleshed out, as well as the coop and VS game modes implemented.  You can switch modes at any time during the game now via the ‘+ Altars’.)

I’ve begun to build more of the world (which I’m trying not to show too much of because *spoilers*) but I can say that there are now multi-level areas working, like Dungeon Master, one of my all-time favourite RPG’s, you can fall down pits and the enemies can even follow you down there, or be found lurking when you reach the lower level because you lunged at them and sent them flying off a ledge.)  I want to make a lot of use of the grid-based nature of the game, and have Dungeon Master-like traps, pressure pads, all those things that require you to be a little observant when moving forward.  You can throw whatever you’re carrying, in either hand, not only to land in monsters’ faces stunning them temporarily while you make your escape, risking a valuable weapon or shield, but perhaps also to set off these fiendish traps before they find you instead?

As it stands, I’m planning to have no inventory except for the armour and helmet you wear, the two things you carry in your hands, and one support item.  Designs can be subject to change of course!  But I want to try and reduce and RPG to the fewest elements I can while still being able to feel like an RPG.  That’s a key thing in what I’m going for mechanically, I think?  And with up to four players on screen the GUI has to be as simple as possible, so my intended solution is to practically show all of it on the player, one of the reasons the animation takes so long, because the player must be able to use every item, in both hands, with four facing directions, in every suit and helmet!

So the game is still a long way from being finished in terms of content, but the gameplay is definitely getting to where I hoped it would be, and people seem to be having a lot of fun with it when I play with them.  I really look forward to sharing it with you all!  Just don’t expect it this year (unfortunately.)

One two a few more thing(s)…

I’m off today for a couple of weeks to work on a secret project.  So if I’m fairly quiet on email or twitter, that’s why!  I’m basically going to be internet-less for this time while I buckle down and get it done, but suffice to say it’s something exciting that I can hopefully announce soon!

– There’s no comments available at the moment just because I couldn’t hold back the spam any more.  Planning a website overhaul soon, I promise!

– I’ve also been doing some exciting music projects too, at least two new games will feature some of my guest tunes.  Hope to get into this more after NG+, if such a time ever exists.

– I’m finally going to my first IGF / GDC this year!  I’ll be in San Francisco for the whole week and a few days either side.  Hope to catch some of you there…

– Hope you’re all having a wicked 2013!

2013

It’s back.

I am going to finish this, after all. It may just take a while.

Happy new year, everyone!