Just got back from E3 showing off Severed on iOS devices and the WiiU/3DS so figured I should write something up.
Apparently what I was going to write about has already been scooped by Kotaku (dem scoops). In a nutshell, there is an interesting theory that E3 is trying to block out the Devolver “anti-E3” booth across the street. What I can add to this amusing story is that it must be incredibly hard to setup trailers in such an awkward manner – you really need a good reason to do it in such a way…
But turf wars aside – just wanted to give a thanks to the Indie Mega Booth and Devolver for providing a great space to chat about Severed while simultaneously providing a break from the E3 floor. We had space in a very hip Airstream trailer – courtesy IMB & Devolver – and also at picnic benches situated within a beer garden (again, generously provided by Devolver). I must admit, it is very civil to sit down with a beer to chat about one’s game versus standing in the loud throngs of E3. Solid job Devolver.
Indie Mega Booth Airstream trailer available for developers to privately show off their game.
Alright folks. This blog post is not the usual long winded diatribe you’d come to expect from me. Instead we have glorious gifts of information, and a barrage of media to assault your senses.
SEVERED RELEASE DATE:
We’re excited to announce that Severed will be released April 26th, 2016 on PlayStation Vita on for $14.99 (or €14.99/£11.99). PS+ subscribers can also expect a 10% discount during the launch week. (/highfives)
I love the track that’s been made for this trailer!
SEVERED OST AVAILABLE RIGHT NOW
Composed by the Juno nominated YAMANTAKA // SONIC TITAN and special guests Pantayo AVAILABLE HERE
Comments Off on NEWS BONANZA – Release date, OST, Trailer
Hi all! Augusto, Graham and me just got back from GDC 2016 and we’re here present some cool games we saw:
The best game at GDC this year was Line Wobbler.
For those unfamiliar with Line Wobbler (e.g. most people), it’s a physical installation made up of an ultrabright LED strip connected to a springy joystick. The game is described as a 1-D RPG. You play as a dot that’s climbing up the line, that has to deal with threats like enemies (red dots), lava (yellow blocks) and a bunch of other interesting hazards. You dot has a “wobble” attack that is invoked by releasing the springy joystick so that it wobbles around.
A lot of games at GDC 2016 were noteworthy, but the one I’m most excited about is Lucas Pope’s Return of the Obra Dinn. Not only the 1-bit art direction is impeccable, the games he makes play like no other. Just like its aesthetics, the gameplay and narrative have depth in its simplicity. The game guides the player elegantly through its mysterious setting: an 1800 cargo ship with a missing crew. With the aid of an equally mysterious device, you can transport to the time of the crew member’s deadly fates.
Part detective story, part ghost ship, the somber atmosphere puts death at the center in a way not even shooters with 100 headshots a minute can do.
I don’t like heights. Standing on ledges makes my stomach fall onto the floor. I think that’s why I got such a kick out of the VR game The Climb. At first it started off fairly straight forward – players use the shoulder buttons on a controller to move their hands from one hand hold to another. The real shocker took place when I spent a moment to look over my shoulder to see that there was a LONG drop behind me. My heart started to race and I had to take a moment to remind myself it wasn’t real. I’ve become sold on VR because I keep on having little conversations like this in my head when playing such games. It feels really really fresh and unfortunately means I’ll be one of those (sucker?) early adopters.
Hi everyone, Jason here, and I’m really excited for everyone to play Severed.
Severed will be ready for you soon… but more importantly, we want to know if you will be ready for Severed!
Severed is a game that puts players in the role of a young warrior travelling through a fantasy world, exploring dungeons and fighting strange and deadly creatures. The combat in Severed requires a keen eye, sharp reflexes and quick thinking. Enemies are varied and their attacks can be misleading. You’ll need your wits, but you’ll also need fast fingers. Combat in Severed is done with touch controls, so if you’re going to survive, you’ll need to make sure your fingers are tough and ready!
If you want to survive in Severed’s world, your fingers are going to have to be in tip-top fighting shape! Luckily, the internet is your friend, and there are many resources to help you strengthen your fingers and prepare yourself.
The benefits of strengthening your fingers will provide you with many benefits, such as the ability to climb small to large mountains.
In conclusion, mountain climbing may (or may not) help you play Severed, and playing Severed may (or may not) help you climb mountains!
This week we just finished up our 20th playtest for Severed! As a studio one of the most important practices we’ve learned is: playtest your game early, and often. As a designer, you are constantly making assumptions about how people will play your game, and you quickly learn how wrong these assumptions usually are. For example, what may seem like an obvious path within a game can be vastly missed by the majority of players – It’s very easy to make a poor judgement call about how people view a scenario I’ve created.
Subsequently, we’ve also learned that it is difficult to create a natural playtesting environment if your entire studio is standing over a playtester’s shoulder like a bunch of weirdos… This can affect the playtester (positively or negatively) by changing the way they would “normally” play the game. For example, a skilled video game player might feel self conscious, resulting in them struggling during a demo, thereby giving us the impression we’ve made the game too difficult.
credit: koen deetman
One solution is to record the playtest for review at a later time. A drawback to this method is we don’t have the opportunity to ask the playtester about certain moments of their play session. “Did the trapdoor puzzle feel rewarding, or was it too easy?” Asking questions much later after a playtest sometimes leads to a playtester having trouble recollecting their experience.
Our solution is to record the playtest AND stream video of it across the office to the design team. This allows the team to have a live discussion during the playtest, pointing out possible improvements, or observing unforeseen challenges the player is experiencing.
Here is the setup:
First, Severed is recorded with an over the shoulder video camera with an HDMI out that contains the screen data. We lead this signal to the input of our Game Capture HD60 from Elgato. The HD60 is an affordable and versatile little capture device. The supplied software is simple to use and we’ve been happy with the quality of recorded video, even up to 1080p 60fps.
Now we get sneaky. The HD60 is connected by USB to a computer that records the playtest, but also simultaneously streams the computer’s desktop video via VLC Media Player to our local LAN via HTTP. We have tried a few different software solutions and currently use the powerful (and free!) VLC.
The way we setup VLC can be found in the below post, found here. Anyone in our office can easily pick up the HTTP stream feed by using their own copy of VLC on their respective computers. There is a slight lag since transcoding is taking place on the hosting computer, but we’ve had up to 6 computers watching without a problem. To improve performance one can reduce the desktop resolution of the hosting computer and also reduce the fps of the stream from within VLC.
There ya go! A little insight into our playtest sessions.
Hey all, here are the details to how we setup our playtesting. This How-To is going to be a bit brief on detail, but should give you a general idea.
Start the Stream
Select your Desktop as the Capture Device
Not sure about this page, just click Next
You want to select HTTP, then click “Add”
Select your preferred coding, H.264 is pretty good
Change frame rate to what will be required, we go with 30fps or 15fps.
Select port, the default is 8080 which works for our purposes.
Last find the local IP of the Host computer. An easy way is to go to your Windows Start button, put “cmd” in the search parameter. Then in the console window that pops up type “ipconfig” and the IP address will be listed there. It’ll usually be 192.168.1.?, but, depends on how your network is setup. In the example below it is 192.168.1.124
============ Client Side=========
Click “Open Network Stream”
Enter the IP address of the Host computer with the port. In this case the hosting computer’s IP is 192.168.1.149, port 8080. Click “Play” and you should be good to go.
As much as I love the whole process of making games, there are two phases during development which I love the most: Getting started and finishing up.
When embarking on a new project, quickly iterating on prototypes is the name of the game. Testing gameplay ideas, experimenting with art treatments, developing new characters and stories; quickly producing tests that allow the team to dip their toes in the ocean that they are about to dive into. This is fun stuff. The time between investment and reward is short and the possibilities for the future of the project are boundless.
Another great time during the making of a game is the home stretch. This is where we’re at with Severed right now.
The final touches of the game are falling into place. We’re tuning numbers, tidying up animations, mixing the last of the sound effects and music; Polishing the game to it’s full potential. Make no mistake, it’s hard work! Not because of the hours put in or the nature of the work, but because you know you will have to stop at some point. Most of us have enough ‘final touch’ ideas to work on the game for an eternity. But we’re also anxious to get Severed in front of an audience with the hopes they will enjoy playing the game as much as we’ve enjoyed making it. That cognitive dissonance can be difficult at times, but the rewards are well worth it.
Here’s the thing with finishing a game: The last bit of polish impacts the game to a much greater degree than the many months of the work that led up to this point.
If you are trying to admire a beautiful painting, but someone has spilt a dab of ketchup across the canvas. What sticks in your mind the most? The artist’s work, or the ketchup? (Think Rembrandt, not a Jackson Pollock.) Removing those last placeholders and fixing those last bugs have a similar impact to cleaning the ketchup from that Rembrandt. You remove all the distractions and finally see the game for what it is; what the team has envisioned it to be.
We have some great fans. Going to expos like PSX and PAX are a ton of fun because people come up to us and say “Hey, thanks for making your game”. And that feels great. It feels really good that somebody actually enjoyed our hard work.
And then there are other times – times where somebody expresses their enjoyment of our games that leave us stunned with awe.
Please enjoy the following uber cool image and excellent blog post found here: