The Story so Far 2/3

Jonas Fisch • 4. Juni 2020

Keeping it simple.

Hey there, Reapers!

After four years as a game dev, I have a tip for those of you who want to start out as one: Think big – but start small. When it comes to the scope of a game project, making it too big for you to handle will ultimately lead to frustration and maybe even to you giving up on it, while, if you reduce it to a few basic mechanics, an hour of gameplay and one single screen, you’ll be rewarded with the feeling of having finished (and published!) your first game within weeks, maybe even days, which, in turn, will give you the opportunity to receive feedback from players and fellow developers, boost your motivation and help you grow.

Game jams provide a perfect framework for this approach, since they force you to be a minimalist in various ways. In case you’re not familiar with the term, a game jam is a contest where you (and your team, if you have one) are given a limited amount of time (sometimes just a few days, sometimes a few weeks) to create a game from scratch. Sometimes they have a theme you’ll have to use in your game, sometimes they don’t. The games will then be uploaded and played (and sometimes judged) by your fellow contestants and, well, everyone else who’s interested.

If you have read the first episode of this devlog, you know that the adventure game is my preferred genre, so, naturally, when I was looking for a place to take my first steps in game development, the “Adventure Jam” was what I chose. It’s a jam that’s been around since 2015, happens on a yearly basis and runs for two weeks. I can’t recommend checking out Adventure Jam enough, no matter if you’re a developer or just a fan of narratively-driven gaming. The games are perfect examples for keeping it simple, but beautiful, engaging, creative and, most of all, fun. If you can afford the time, check out the 2020 results: https://jams.gamejolt.io/advjam2020. Furthermore, Adventure Jam has a passionate and warm-hearted community, mostly huddling together on their Discord server: discord.gg/0paXBYLB0Yq80dmF
After this rather lengthy exposition, which I dearly apologize for, let me introduce you to the first three games I made: The first one is called “The Diary of a Roadie” and I developed it for the Adventure Jam in 2016. What you have to know about me is that I’m a huge rock fan and I’ve been a singer/guitarist in a band for more than 18 years. That’s why I chose the world of live music as the setting for my first game. You play as Emmett, who is both the roadie of a famous rock outfit, and the lead singer’s brother. Unfortunately, during a night of dancing, drinking and dames, he’s lost his backstage badge and the security guy at the door won’t let him into the venue in the morning, so that the player has to retrieve the missing object, figuring out what Emmett did the night before – too bad that the protagonist doesn’t remember anything about it. I’d always liked the idea of using Hangoverish mechanics in a game and the process of finding clues in the present time leading to flashbacks to last night’s excesses is something that I still really love about TDOAR. I also still admire its pixel art, created by the talented Quentin Louis from Belgium. (Fun fact: Our company’s name CMMN CLRS (pronounced “common colors”) was born at that time, and it derived from me being from Germany and Quentin being from Belgium, two countries who have the same colors in their national flags.) Despite including some immature sense of humour I wouldn’t go with today, no sound at all, only one screen and pretty lengthy dialogue, I am still very happy to call TDOAR my debut game. The Adventure Jam community seemed to like it as well, ranking it #2 out of 156 games, which gave me a lot of confidence as a newbie. If you want to give it a try, here’s a link to its gamejolt page: https://gamejolt.com/games/the-diary-of-a-roadie/146972. Don’t worry, it’s completely free.
My second game, “Sidekick High” (2017), is the project out of these three jam games I am most proud of. At its heart, it’s yet another escape room game, but I still love its setting and puzzles. Sidekick High is a school for future sidekicks, kids whose superpowers aren’t strong enough to make them become superheroes in their adulthood, like the ability to spit coffee, walk partially through walls, turn into a were-snail during full moon or sweat really hard. The goal of the game is to pass the application test for the school, consisting of finding a way to escape a room – or being killed. Sidekick High provides a couple of nice examples how limitations can increase creativity: I wanted to make a game with two playable characters, but we didn’t have the time to draw and animate two protagonists. This is why we let them be twins, the only difference between them was the color of their shirts. Furthermore, we wanted to skip creating walk cycles, so we decided that our heroes’ superpower would be floating a few inches above the ground. It makes perfect sense in the context of the game world and nobody has ever complained about it. The time we saved regarding these aspects could be used for polishing others, for instance, Sidekick High was the first game we made that has voice acting. And what a difference it makes. (Well, mainly because the ridiculously talented Voice Acting Power Squad (www.vapsquad.com) did it.) And I’m still madly in love with the retro cartoon look created by the amazing Sascha Schneider and the 80s style music by Bryan Atkinson, both artists being part of the PRIM team as well. In case I just made you want to play it, it’s here and it’s free: https://gamejolt.com/games/sidekickhigh/253151
Lastly, in 2018, my professional and personal life were keeping me pretty busy, so I decided not to participate in Adventure Jam, which failed gloriously when the contest started and I scrolled through Twitter, enviously watching everyone’s projects coming to life. So I made an agreement with myself (and my wife), promising I’d go with a smaller scope than usual. If you’ve read the first episode of this devlog, you know that in my “regular life” I teach English and Philosophy. The latter inspired me to make “door”, a game about free will. To be more precise: about being predetermined by our genes, inspired by true events. Gamewise, I tried a couple of new things as well: Instead of making it pointy and clicky, I implemented keyboard controls and chose a simplistic, almost monochrome, ZX Spectrum-like look. The result may be pretty short, but I’m especially proud of the way the story unfolds, not chronologically, but in the order the players discover it, which means that, despite its simplicity, two players might experience the game in two entirely different ways. Did I make you curious? Check it out here for free: https://gamejolt.com/games/door/340800

In mid-2018, after having made three short games, I decided it was time to make my first full-length game and so the idea for PRIM was born!
Next week, in the next PrimLog, we’ll finally touch upon the topic you’re here for: “Prim – the Story So Far”.

See you then!
Jonas
von Jonas Fisch 18. August 2020
Hey Reapers! Releasing a game that’s been translated into a lot of languages is great, especially for players who come from countries where English is not as widely taught as in other parts of the world. However, localization can go horribly wrong. In her article “Puns are the worst, and other harsh lessons in game localisation”, Laura Cress puts it like this: “As with many nuanced jobs, if the localiser does their job well, you probably won’t even realise the game has one. Get it wrong and games can become laughably absurd. Consider a translator losing the context when localising RPG Grandia 2 into German, and so translating the word ‘MISS!’ – in the sense of not hitting the mark – into the German word ‘FRÄULEIN!’, meaning a ‘miss’ of the unmarried woman variety.” ( https://www.pcgamesn.com/game-localisation ) I found out how hard it really is to find the right words when I sat down in my garden, my computer on my lap, and started to translate the script for the demo from English into German, which is my first language. Let’s have a look at an example: Next to Prim’s door, our heroine encounters a skeleton arm that she uses as a backscratcher. When she picks it up, she says “That might come in (pause) HANDY.” Even though the word “handlich” exists in German, the pun just didn’t work. After hours of contemplating, what I came up with was “Da wird mir ganz (Pause) ARM ums Herz.”, which is “Well, that makes me feel ARM all over” in English. An entirely different joke, and, admittedly, not the best one, which is why told Friedel, the voice actress playing Prim in the German version, to say the line as if she knew exactly how bad the joke was. And, voilà, it worked. Due to Friedel’s performance, it even became one of my favorite lines.
von Jonas Fisch 12. August 2020
It’s been a few years since I got interested in the topic of making games accessible for everyone for the first time. If you follow this devlog regularly, you know that I started making games by participating in game jams. Right after releasing my first game within the context of Adventure Jam 2016, I came across another competition called “Audio Game Jam” ( http://jams.gamejolt.io/audiogamejam3 ). Until then, I had never heard of the term “audio game”, but what I found when I was browsing through the jam’s resources section was more than impressive: There are tons of games out there that have no graphics at all and are playable solely with the help of audio feedback for the player. Furthermore, there are many games that include features that make them accessible to visually impaired players as well. I “watched” a couple of let’s play videos and was amazed, not only by the players’ skills, but also by their ability to process audible information much more quickly than I would ever be able to. (In some games, dialogue was sped up ridiculously, as can be seen in this video of the “Sightless Gamer”: https://www.youtube.com/watch?v=wqYrq4dWchc ) This was when I decided I wanted to make such a game as well. I came up with the idea to use the fairy tale “Rapunzel” as a backdrop for my game. Maybe you remember this: When the prince who wants to save Rapunzel from her evil adoptive mother falls off Rapunzel’s tower, he is blinded by the thorns he lands in and thus has to walk around blindly until he finally finds his loved one and is healed by her tears. So I decided to tell the story from his point of view. “How I Saved Rapunzel” was born and it should be playable completely without sight. Back then, I had basically no experience with game development, so I dived head over heels into a project that proved to be way too big and much too complicated for a programmer with the skills I had in 2016. Additionally, my “regular engine” Visionaire Studio seemed to be quite limited when it came to programming audio changes regarding volume and panning. This is why, ultimately, I stopped working on the project after a couple of frustrating months and put it on my “pile of shame”. (I’m Gemini and I was told having many unfinished project isn’t unusual for this zodiac sign :) ). Nevertheless, I am still proud of this gorgeous title artwork by Quentin Louis ( https://www.behance.net/louis_q ) and of the AMAZING voice recordings for the game done by the Voice Action Power Squad. (The whole session can be watched here: https://www.facebook.com/watch/?v=1643781925950414 )
von Jonas Fisch 5. August 2020
Hey Reapers, As the release of our demo is only a couple of weeks away, I noticed that I have less time for… well, everything, including writing walls of text in the Primlog. When planning today’s entry, I decided to keep it really short, but it should still be of value for everyone who’s interested in game development. Here’s what I came up with: As you might have already noticed, I like to read about game development a lot. Many of you probably do as well. This is why I’d like to present two books that have helped me a lot on my journey. The first one is “The Indie Game Developer Handbook” by Richard Hill-Whitthall. Covering topics from development itself (engines, art resources etc.), via funding and (self-)publishing, to PR, it’s basically an allrounder for everyone who’s new to the business. What I like about it the most is its sheer endless amount of useful links and software tips. For instance, there is a chapter in which Whittall provides a detailed list of online game magazines that cover indie games.
von Jonas Fisch 29. Juli 2020
Fixing bugs - a frustrating, but necessary part of game development. Find out how I deal with it when developing PRIM - and about the perks of having a bunch of cool playtesters.
von Jonas Fisch 22. Juli 2020
What does PRIM sound like? Who's writing the music? Find out in this episode of our PRIMLOG!
von Jonas Fisch 14. Juli 2020
It’s always good to know what you’re good at and, even more so, what you’re terrible at. Myself, I’ve always enjoyed writing stories, creating worlds and designing puzzles. And, in the hope of not sounding too cocky, I mostly think I’m not too bad at all of these things. When it comes to producing visual art, well, it was clear from the beginning that I needed help with that. In case you want some proof, here’s my very first scribble of what I imagined Prim to look like:
von Jonas Fisch 8. Juli 2020
Please forgive me my notion to start blog posts with overdramatic Bible quotations. I just HAD to do it this time. Why? Cause it's true, at least in our case. Before the first line of code was programmed, even before the first rough sketch of Prim was drawn, I'd spent my time writing. A lot. What's the underworld like? Who lives there? Which character traits does Prim have? What's her motivation? Within this framework of setting and characters, what's a story (or rather: what are stories) worth telling? Countless questions needed to be answered, so, call me old-fashioned, I picked up pen and paper and started scribbling, erasing, changing and rewriting again (for an ancient wisdom I remember from my English studies says: "The art of writing is rewriting"). In the end, I filled an entire exercise book with mind maps, notes and charts:
von Jonas Fisch 1. Juli 2020
Hey Reapers! If you immediately start humming along - trust me, you're not alone. This classic song (the version sung by Frank Sinatra in particular) was the initial spark of inspiration for PRIM.
von Jonas Fisch 4. Juni 2020
As courtesy demands, I introduce myself and tell the incredibly exciting story of how I became a game developer!
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