AmyDee

LD27

My first LD trip

Mostly I’m like “why am I doing this why am I doing this” and the other half of me is like “what the hell else are you going to do this weekend you’re taking a break from your VN anyways” so here goes.

Yeah. I can do this. I’ve done games before. Quickie game jams even. I got this. I totally got this.

I TOTALLY GOT THIS

Tools at my disposal:

Game engine: Unity 3D and a personally-customized 1st-person character controller which is a WIP and I may or may not use. Or Ren’Py if I chicken out.

Graphics: Maya 2013, Pixelmator, Photoshop, wasted art school money

Sound: Garageband (Mac & iPad), CFXR

LET’S GET DIGGING

Room with a View

A day in, I have environment art! And a basic idea of where I want to go from here. There will be a situation, useful objects, and decisions. And a short timespan in which to think. Possibly, say, 10 seconds. Maybe not.

TIME TO GET CRACKIN’ ON CODE BAYBEE

AmyDee Environment Art

This room is a mess

Seriously, someone clean up this junk!

Screen Shot 2013-08-25 at 5.42.50 AM

RELEASED: 10 Seconds in Hell

Finished! And so sleep-deprived! But it was worth it! Only tested on Mac so far, if you encounter any bugs shoot me an email at amydentata at gmail or on my Twitter. I’ll get to it as soon as I can.

10secondsinhell-ss1

10secondsinhell-ss2

First LD was Fantastic

I had a great time rushing like a headless chicken to get things done. It’s great to have another game jam under my belt. I love all the feedback I’ve received on 10 Seconds in Hell, and seeing players’ reactions go above and beyond what I was hoping for.

It feels amazing to craft an experience in this short a timeframe that really impacts people on an emotional level. So much for needing millions of tris to get feelings out of gamers!

Thank you all! <3

[Update: I wrote a spoilerific post-mortem, which you can read here.]

Post-Mortem: 10 Seconds in Hell

10 Seconds in Hell Post-Mortem

You can read the full post-mortem on my webpage, with additional media and commentary. I made this version more concise. (No really, I did, I swear.)

NOTE: This post-mortem contains major spoilers, so don’t read it until after you play the game.

Overview

10 Seconds in Hell is a first-person game with simple object interaction and an enforced time limit. The compo theme (“10 seconds”) pushed me to try something I’ve wanted to do for some time: create a game that is extremely short with a large number of endings. A game short enough the player doesn’t mind trying a million times to find something new.

The game takes place in one location: what appears to be a second story bedroom. The unnamed antagonist threatens to come upstairs if the player doesn’t come down in ten seconds. After some time the antagonist begins walking; when he opens the door to the room, the game ends.

There are three objects the player can pick up: A photo, a baseball bat, and a gun. They are all hidden, obscured by magazines and stacks of irregular boxes labeled “junk”. There is a phone that can be interacted with but is useless. There are four different locations that affect the ending, depending on where the player is standing when time runs out: The central area, next to the window, beside the bed, and in the closet. These are non-obvious at first, but the last three are hinted at through voiceover cues as the player walks around the environment. There are three special actions the player can take that also change the outcome: She can jump out the window, she can open the door and go downstairs as requested, or she can block the door with the aforementioned “junk” boxes. The first two options end the game immediately, and the last one buys the player extra time to explore.

Even with a starting point as simple as this, the game provides numerous endings. These non-interactive segments unfold like a radio drama: The screen fades to black and the story is told through dialog and sound effects. Unless the player jumps out the window or opens the door herself, the ending is generated based on the world state (objects collected, location) via a series of if-then statements. Mathematically speaking, 10 Seconds in Hell has 20 endings. However, some of these endings have only a single line of dialog difference between them, so one could argue that there are fewer truly unique outcomes. At any rate, the results were diverse enough to encourage players to keep digging for hidden endings, even if they found the experience truly unnerving.

A Lot of Emotion from Very Little

And boy, did they find the experience unnerving. And I quote:

The first time I played this, I felt really scared.

This is definitely disturbing. Great job of creating a menacing atmosphere.

Very creepy. You had me on the edge of my seat.

A dark but great interpretation of the theme.

This is chilling. It’s very powerful.

All this despite very simple graphics:

10secondsinhell-ss1

The interactive objects are literally cubes with texture maps of the names of the objects. Everything else in the room is low-poly and has a simple diffuse map. I don’t even use global illumination, instead opting for fake bounce lights.

Our antagonist, the one who creates the menacing atmosphere, is a pill shape with a little tag that says “EVIL” on it. You could do this game on the PS1. And yet the game caused reactions such as this:

Trying to hide in the closet and happening across the gun [was]… intense.

A gun that’s a cuboid primitive with the word “gun” slapped on it.

Why This Even Works

Why is the game so effective at provoking emotion? The answer is simple: Abstraction. The player character is never defined. The antagonist has no face, merely an object representing his location and the word “evil” as a hint. The “porn magazines” scattered about the place have no actual content on their covers. The photo has no image on it. The antagonist is never visually depicted entering the room; you only hear him enter after the screen fades to black. The game does not explicitly tell you why you are here, what happened before this moment, or what will happen after the ending. There is a gun, but you don’t decide when it goes off. We don’t even know that the voices of these people are real.

The closest we get to an explicit clue is at the very beginning, when the player character narrates, “I replayed the scene in my mind over and over, wondering how it could have gone differently. The only thing I remember clearly was the room where it happened. Everything else was a little hazy.” Thus the abstraction: We are exploring the player character’s mind, exploring possibilities. We will never know for sure what actually went down. And perhaps those voices sound so flat and artificial because she doesn’t want to remember every disturbing detail.

This is the oldest and most effective trick in horror: Don’t show the monster. The viewer’s imagination will always concoct something more terrifying and personal than anything you can depict. The player can’t help but project her own experience onto the player character. She can’t help but put a face—a personal face, unique for her—on the antagonist. By using symbolic imagery, the terror happens in mind of the player, not on the screen. This is a game of ideas, not of lush scenery designed by an army of 3D artists for the player to admire.

So was this disturbing world of abstraction my master vision all along? No! I didn’t plan for any of it. The art style was a direct result of the time limit imposed by the competition. Were it not for the 48-hour timer ticking away, I would have modeled the world thoroughly out of sheer adherence to convention, and the game would have suffered for it. Once I put the first slapdash “object name” texture on a cube in the name of efficiency, however, I had a hunch this might actually be a good direction. After I placed the poly plane with the word “EVIL” behind the antagonist, I knew for sure this was the way to go. I had also planned to replace the computer voices with real voice acting, but I think the synth voices add to the unsettling nature of the game.

How It Could Have Been Improved

There are a few places the game didn’t work out so well: It is unclear that object use and contextual voiceovers are temporarily disabled during the introduction, while you can still move around and drag objects. There is no way to skip dialog. There is no way to know if you’ve found every ending. The game could have possibly been improved by randomizing item spawn locations. On the purely technical end, there are some rough edges due to my lack of programming skill, such as the mouse cursor remaining active when playing the web version. Subtitles would increase accessibility. Finally, given the time, I could have put more work into making each of the endings truly unique.

Tags: post-mortem

LD28

Betcha Can’t Only Get Just One

I am starting LAAAAATE and I’m all AAAHH. Which is perfect, because that’s how I started last time, and the end result was splendid. I am using some personal code, mainly a custom first-person 3D controller, which I used last time around as well. Here’s a link to the code.

Let’s get this party started fashionably late!

AmyRPhoto

Progress: Forest AND Trees

I’ve made a moody forest with some weird structures, and you have a flashlight. I’m not sure where it’s going yet. This’ll probably be a Jam submission after all. Some of this art is stock Unity and will be replaced (skybox). I did some gamma correction.

Screen Shot 2013-12-14 at 10.10.22 PM

LD29

Starting Codebase

I don’t know if I’ll be able to contribute to this LD because I’m in the middle of a move. But I’ll be damned if I don’t try!

amy_ld29

Just in case I do make something, here’s the codebase I’m using to start. It’s a first-person character/game controller I’m building up from project to project. (Unity.)

If you want to see the kind of stuff I do, check out my games page here.

LD30

Ready As I’ll Be

whelp

Here I am, fighting off the same sinus infection that started during the last LD I tried to participate in. Can’t guarantee I’ll finish anything in the state I’m in, but I’ll do my best. Never give up, never surrender.

As usual, I’ll work in Unity Free and use my customized first-person controller. There are some updates I’ve made from another project that I may use, if so I’ll update the link before the competition begins.

If you want to check out games I’ve made in the past (not all for LD), look here. My latest game started as an LD compo project but then got too epic for the time limit, so I just released it on my own.

Comments

20. Aug 2014 · 00:26 UTC
Yay! Its gonna be fun.

First update: Environment start

There seems to be a lot of space-themed stuff going on, and my project is no exception. I have the very start of the spaceship interior blocked out. Since I’m going to experiment a lot in code with this game, I’m sticking to Unity primitives for the time being instead of trying to model things. It’s always about tradeoffs.

Screen Shot 2014-08-23 at 7.44.56 PM

We’re Not Gonna Make It / No, We Ain’t Gonna Make It!

Sadly I wasn’t functional enough to finish my project in time. Sinus infection did me in. I did get SOME things accomplished however, and here’s some pics to show. It’s a spaceship interior, with doors that open and close and a terminal that I was just starting to code.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 25%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ ss1 ss2 ss3 ss4

LD31

Some Sort of Things

PROGRESS! I have constructed a scene and laid out the technical plans of what I intend to do. Up next: Some coding of those plans. Sweeeeeeeeeeet

Screen Shot 2014-12-05 at 9.12.33 PM

Here we goooooooo

Once again not suuuuuper enthused about the theme, but here we go. I’m in again, and with the same infection I had the last two attempts! Ain’t immune systems grand?

Let’s do this. All bundled up for the winter. Drinking hot choco—I mean, soda out the wazoo.

Photo on 12-5-14 at 6.07 PM

I’ll be working in Unity (free), and this time not using any starting codebase. We’re workin’ from scratch, people! The old-fashioned way! But considering I’ve been in the middle of hella coding for Sunshine, I think my gears are running pretty smoothly.

Comments

AlgidPlasma
06. Dec 2014 · 00:14 UTC
working from scratch or using unity, choose one but not both
06. Dec 2014 · 00:28 UTC
Too late :O
06. Dec 2014 · 02:44 UTC
Nice! Not super crazy about the theme either, I prefer to be further constricted 😛 Can’t wait to see what you come up with :)
06. Dec 2014 · 02:44 UTC
omg, autosmilies, awful..

LD31 Entry: Confessional

Here it is. Take your time. Get in touch with your feelings. Magic might happen. Based on experiences I had as a kid, hiding away on the computer in a rough home.

confessional