Skara, Shiney Pre-Alpha Preview

skara

 

Skara: The Blade Remains is a game given the go ahead by the community on Steam Greenlight.  One of many worthy candidates for support, Skara attmepts to step in where many mainstream companies leave off.  Arena deathmatch games typically come with guns and grenades, but this title threatens to drop you into an ancient desert or a volcanic nightmare and wishes you well against the hordes of your foes.  The game looks great and the developer’s site gives a lot more regarding the story and world.

Among alpha-previews that I have played, this title has to be the most difficult to discuss in my fashion.  Primarily, I would ask readers to keep in mind that this game is not even up for sale yet.  It is not even close to finished.  The developers are working hard daily to ensure this game gets to a complete phase as soon as possible.  Having recently played the pre-alpha build, I am certainly excited, but not overly impressed.  If this game were to pre-release today, I would laugh loudly and call shenanigans.  But it is not, so I look forward to the game that the developers are working on, as detailed on their Greenlight page.

First, let me generally name some of the areas that the developers have to improve.  In a game with sword fighting gameplay, you want the character to attack well.  A third-person perspective is granted to the player, and this gives you a much better perception of the presence of your character than other games of a similar genre with their first-person views.  Now, being in pre-alpha, Skara’s animations are a little slow right now and this definitely comes out in the gameplay, making it difficult to maneuver, but it was funny as hell to watch my character swinging a longsword like it was made of white-dwarf matter.  I had to actually start my attacks at a distance in order to “spool up” the animation like it was some kind of minigun with one fucking shot.  Another problem with the animations is the ragdoll effect, but in this it should be called the invertebrate effect.  Upon death all the bones in a corpse seem to magically disappear.  Instant man-jelly style.   Now, one thing that I did notice about the animations while playing was fatalities.  Let’s fucking face it, a game like this is boring without a little extra in the awesome category.  I was able to perform two fatalities that really got me amped up.  I favored the civilized look of the Durno fighters.  They just felt better than the insane, cultist look of the Kharn savages.  I was able to get a few guys to a state of “finish him” dazed-ness.  Once there I ran one guy through and flipped him over my shoulder.  The second one I put a guy on his knees like a priest at a pulpit then proceeded to hack wildly at his muscular neck.  I imagine the head will fly off at the end once the game releases, but the chopping action just finishes the animation with the victim sliding to the ground.

Just wait right there, Shraka!  I gonna keel you!

I’m not waiting here all night, Shraka.  Just get the attack over with already!

 

Arena fighters always need someoneto duke it out or there is nothing to play.  This game currently features the Durno (above left) and the Kharn (above right).  Looking at the models and textures for the races I can see why there are only two at the moment.  And why they turn into man-jelly on death.  The models and textures are detailed as fuck.  Light reflects from their clothes and skin differently and their armor and weapons gleam. It is really exciting to see.

Another element that is important to arena fighters like this is easy navigation, especially as far as the menus are concerned.  There shouldn’t be a learning curve for the usage of the basic elements of a game.  When there is a menu to interact with, Skara makes sure it is easy to use.  The only two menus I saw, however, were the escape menu and the match menu.  When loading the level right now, there is nothing.  The screen is just a dead view on the map your anticipated match will be held. Once the game starts, though you have access to the match menu. The match menu is what displays when you hit the tab button in-game.  This is pretty simple and shows you how many kills you (in a deathmatch) or your team (in team deathmatch) have scored.  The scoring system is the Kills – Deaths equation, which I can get behind.  I played enough Unreal Tournament and grew accustomed to the simple systems of games past.

STBR

Best not ask the barbarians why they all have the same first name. Might insult their savage and unforgiving culture.

 

Now, everything that is wrong with the game can be attributed to the fact that the game is not ready for release, so it is missing a variety of important features, such as a tutorial area.  Tutorials on the operation of the battle combos would definitely be very helpful.  Looking at the explanation of the combos in the PDF that came with the game is a little on the confusing side.  Not because of the manual, that is simple.  Click this button, or press this series of keys.  Whatever, no sweats, man!  Then you get in-game and the ham-handed speed of the animations makes timing combos impossible for anyone.  Unless you are Miss Cleo or a Jedi..  then you can clairvoyantly intuit precisely when you need to hit the next key.  Otherwise it is a frenzy full of confused manipulation, like watching my childhood dog hump a pillow.

Of all things this game does and does fucking well are the sights.  Now, yes, I am very critical of graphics-heavy games with no other matter, but this is a game that is still in fucking development!  Cut me a goddamn break!  At one point the AI had a freakout session as I swung at it, and I think opted for self-preservation.  Either that or the guy was like, “fuck this!  If I die now, I want it to be a badass fight sequence!”  So he turns and runs up this tower, and I immediately give chase.  Bones of fallen warriors crunching beneath my iron-clad feet, I charge after my foe.  Bloodlust is coursing through my mind and bringing that coppery flavor thick into my mouth.  Each step takes me upward and he intermittently flags in stamina, coming into view only to catch a string wind and charge further.  I arrive at the top, only to lose my bearings.  Around me the winds howl and the glare of orange light as the sun reflects off the clay-shot fields of the moors.  Behind me my ambuscade foe howls and comes a hair’s breadth from burying the sharp end of his axe into my skull.  I dodge narrowly and heft my sword up, bringing my slice through his torso.  Dazed and reeling, the Kharn warrior blinks against the dazzling flash of my steel.  Only a blink passes and he opens his eyes to see the sharp tip of my sword pierce his chest.  Back my sword plunges until the hilt nearly touches his bulging muscles.  Kharnish men are brutal, and the warrior sneers and tries to grab my sword with his last breath, but I ram my shoulder into his sternum and twist my blade, flipping him into the air.  He lands with a sickening crunch on the stone behind me.

This is what is looked like in game, and the graphics supported every second of it.  You see a far-flung waste, venomous water gnawing at its shores and warriors struggling against death borne by other men.  I can only image that this game will get better, especially since it has been successfully Greenlit.  My biggest issue here is that the game isn’t fucking done, yet.  I played an unfinished game and honestly cannot wait until it is done, because a fantasy arena fighter would be so much fun to me.  The graphics and textures are gorgeous and the ambient sound is nice.  Perhaps the grunts and groans of the characters sound like they came out of a can, but the wind tearing at the dirt and slobbering waves on the shore sound magnificent.  Add in the ambient wildlife and you have a very graphically enticing world that utilizes the Unreal engine to stunning effect.  Now let’s get the rest of the game done, guys.  This one is set up to be really good.

Here the Kharnish warriors allow a Durnovan man how to perform the Kharnish Hot Foot ritual, performed with axes and clubs by boys at age 4.

Here the Kharnish warriors allow a Durnovan man how to perform the Kharnish Hot Foot ritual, performed with axes and clubs by boys at age 4.

 

By Your Powers Combined, I am Indie Team Up!

itulogo

 

Since Captain Planet can’t help us anymore, it is up to us to fend for ourselves in this crazy world.  But none of us have powers as strong as Captain Planet’s, even if Independent Game Developers are capable of some pretty cool things on their own.  Many IndieDevs are solo men or women sitting in their basement coding, more still have a small team of about 6 people.  Some IndieDevs are entire companies, but still the process can be a difficult slog through treacherous terrain.  Indie Team Up is, luckily, one of those awesome things that some GameDevs did has the potential to make life easier for everyone involved.

The idea of the upcoming service is to link IndieDevs together so that we can help each other move the development of games forward.  Another feature of this is artists.  How many times have you been sitting there wishing you had artistic talent outside of coding?  Or needed a composer just to drum up some music?  Perhaps you need a writer to spell check, edit and hone your dialogue?  Indie Team Up will have that, too.  So who are these people with the drive, passion and vision to make this happen?  What is their motivation and what are they going to get out of it?  Just follow the bouncing ball.

Between the two of them, Colleen Delzer and Justin Hammond are the evil geniuses bringing this community to life.  Both are dedicated IndieDevs, and both of them have other things in their lives that require their focus and attention.  During our interview, Colleen had chicken in the oven for her family.  This code-slinging mother of two spends everyday making games with her husband.  Indeed, she is half of Adversary Games, a company Co-Founded with her husband.  Colleen attended the University of Advanced Technology and, only two years into her studies, she was picked up by Realm Interactive.  A year later Realm couldn’t find a pusblisher, so Colleen sought new work outside the industry.  That lasted about 6 years until she was hired at Game Center Group.  There she did game QA, game CS, web coding and design, but her true creative desires drove her to make games.  Listening to the voice in the back of her head, she read some C++ books cover to cover and founded Adversary Games with her husband.  And they manage well enough to make the Indie Team Up a reality.

When I asked Colleen to explain the Indie Team Up to me, she explained, “There are a lot who would love to help out GameDevs but don’t know how to ask, and a lot of GameDevs want help with an idea but don’t know where to turn too.  The role of Indie Team Up is to connect the two!”

In a culture that is so focused on excelling individually, Indie Team Up has a different plan, “Our mission is to help bring the ideas of Independent Developers to fruitation and to cultivate a spirit of collaborative assistance.   And to say, Hey! It’s ok to ask for help!”

And many in the IndieDev community agree.  Indie Team Up is a burgeoning hashtag that is tearing holes in the twitter-verse.  “It only started on the 15th of June, and I really wasn’t thinking it was going to take off like it did!  But we are really trying to help people collaborate to make their projects a reality.”

So where does an idea like this originate?  The ITU team has a good heart and the skills to bring the Game Dev community closer together, but it seems this is a movement born out of frustration. “Several people asked if I could use help with development, which at the time I didn’t.  I felt bad turning people down because it seemed they really wanted to help someone. I thought that Indie Team Up could be a way were they could help someone in need.  An avenue for them, if you will”

ITU is an idea from the heart of its creators, helping them tap into their own creativity and allowing them to give back to the IndieDev community.  “I guess it’s an avenue for me as well.  I really love helping people, just wasn’t sure on how to do it.  So, I guess this is my chance. ^ ^”

If Colleen is the caring mother of the ITU team, Justin is certainly the dedicated father.  With C++ as his first language, possibly prior to English, he is a self-taught programmer and later sought to legitimize his knowledge by attending school.  Though he has yet to finish his degree, his reasons for taking his time are certainly respectable.  Having served 5 years in the Army of the United States of America, Justin spent 2 tours in Iraq.  He is proud of his time in the military, but he’s glad to spend his time with his own family now.  Justin is a husband of 7 years with a 3-year-old daughter.  He devlops games under the moniker Black Module Studios and  has some of his work on Kongrerate as well.  Of course not every project goes as planned and sometimes you just have to roll with the punches.  Justin also helped develop a voxel framework that is featured on the Unity3D asset store for 40$, which started as a game.  Unfortunately he and his team at Black Module had to shelve the idea until they have the resources to complete it.

Justin’s biggest priority as a Co-Founder is the development of the Indie Team Up website and shared his origin story as the ITU Web Developer. “Web development just sort of came naturally, as I love spending time on the internet, and I could program, so I just picked it up.”

And he puts a lot of time into the website, “It’s really only been about a week, so I can’t give an average yet.  Although I’ve spent at least 25 hours this past week on design.”

But hard work is worth it when the product in mind is rewarding and extensive. “At a high level, [the Indie Team Up website] will allow users to showcase themselves and search out other people or teams to join. Teams will also be a large part of the site as teams will be able to search for users with the skills they need to complete their projects.  There is a heavy emphasis on discoverabilty.  The goal is to make it insanely easy to find people with the skills you need, or projects that you want to work on.”

The team has some really interesting plans, too, to integrate with a number of other community-organized projects.  “Something else that we hope for is some integration with game jams.  This was actually a personal idea of mine, as I always have trouble finding people to work with when Ludum Dare comes around.  We still need to organize something with the hosts of different game jam events (Ludum Dare, #1GAM, etc.) but we are very hopeful.  At the very least, we’ll have a section of the site dedicated to short term projects, such as game jams or other events.”

Indie Team Up has a list of problems it aims to solve, and Justin was eager to expound up them. “Because the internet is so large, it can be difficult to find people that 1) have the skills you don’t have, and 2) actually want to be part of what you are doing.  We aim to solve those issues by having a centralized place to find other indie developers.”

Among the goals for the ITU site are integration with its existing extensions, “The site will tightly integrate with the hashtag and facebook page, so that when people post their, it is right on the site. It won’t just be a direct feed though, as we are already having people ‘misuse’ the hashtag.”

I even suggested that there be a showcase where ITU displays some of the projects it helped match-make with the approval of community members.  He laughed and mentioned that he and Colleen already have a plan in the works for just such an idea.  The ITU team has even had its first victories, which Justin shared. “One of the first days after #indieteamup started, we helped an artist find a team and are flying him to PAX.  That was a very happy moment for us, being able to see what we are doing actually help people to achieve their goals.”

The Indie Team Up is a project that has a lot of goals.  My first thought is to worry that the team is reaching a bit, but they have a well-coordinated group of members outside of its founders.  When I spoke with Colleen about the origin story of the ITU itself, she mentioned it felt serendipitous, even fated.  As if the IndieDev community has been looking for something like ITU for a long time.  ” They just stepped up and asked.  Justin was pretty much like ‘hey I plan on making a site!’ As well as the bot guy and the app guy.  For instance, I did want to make a bot so I asked White Llama how to create one. The same day the bot guy 0x0 tweeted to me that he was interested in making one.  I DM’ed White Llama, and I did tweet that there should be a more organized way for #indieteamup users to connect.”

0x0961h confirmed this story from his end in an email correspondence with me. “I was scrolling through my Twitter timeline and saw this new Twitter thing, that Colleen was kickstarting.  I thought that it was actually a very awesome idea for the whole indie community, for people who are desperately looking for a team during jams.  Plus, I always liked One Game A Month’s bot and always wanted to make a Twitter bot myself. So I threw some code into IDE, made it work and contacted Colleen. She approved the bot idea a-a-and here I am.”

As the Bot Developer, 0x0961h has the task of maintaining what currently represents the Indie Team Up initiative on the internet. “I made a web application that once in hour receives tweets with hashtag #indieteamup and pick 10 (or less) tweets to retweet. Simple enough. My current mission is to maintain it and implement new features for it. In one of future updates, for example, bot will start looking for speacial hashtags (e.g. #LFA for “looking for artist” or, maybe, more “Reddit-ized” variant of tags: #AW and #AH for “artist wanted” and “artist for hire” respectively) and give priority to tweets with them, not just every single tweet with #indieteamup hashtag. The goal is to make Twitter bot useful tool for, well, “teaming up” and not “just another useless spam twitter”.  Now it just retweeting tweets with #indieteamup, but after site launch, I think, it’ll have few more functions, like, automatic posting “looking for/for hire” stuff from sites, maybe week highlights. It should become more clear after launch.”

0x0961h is experienced with the frantic days leading up to game jams and the search for individuals useful to a specific project. “All my previous games are jam entries, so they are not so polished, not so long, not so narrative-driven.”

But he is currently in the process of making something new that will follow along the lines of a true game release. “I’m developing a… well, I call it a “Big Project”.   I want to make something, you know, “big”, pretty looking, so I won’t be blushing in shame before and after sending it to Greenlight. No details for now (mostly because I don’t have a single clue where my concepts and ideas will lead me), but I want to make a puzzle. I hope one day I’ll be able to finish it and actually release it. :)”

Despite his modesty, 0x0961h has a number of projects that made it to itch.io and even a prior Greenlight submission for a game on Steam.

Justin was able to further detail the origin story “Colleen was talking to @0x0961h (I believe) on twitter one day, and they wanted a place to find other indie game devs, then Colleen suggested #indieteamup, and @0x0961h set up a retweet bot for it (@indieteamup).  I noticed this conversation and told Colleen I was going to make a site for Indie Team Up as I knew that permanence would be an issue, what with how quick tweets can go by.”

And so Indie Team Up was born.  But where is it going?  What happens when you can’t get to a fucking computer and you have to make immediate contact with everyone involved in your project in the heat of the moment? Well, simmer your skettios, there’s an app for that.  Or, rather, and App Developer for that.  Yep.  Indie Team Up has a mobile division, and they’ve chosen to collaborate with another development team from Pakistan to do it.  After speaking with them on the topic, I am really excited to see the results. “We, BugDev Studios, were looking for an artist to team up with on a few projects, one thing lead to another and we found #indieteamup. I was pleasantly surprised by Colleen’s enthusiasm of the idea and felt that the need was real and when we had a chat we knew we had to make this happen.”

The main man behind BugDev studios, Usman Cheema, was happy to give me a little bit of his background as well. He graduated in 2012 in Computer Science from a Lahore University of Management Sciences. He loves the intricate systems games offer for players to experience, used to play DOTA and AOE 2 alot around my graduation and I think these two games are what got me interested in game design. After being repelled from game design schools by financial limitations, Usman joined a local game development studio named Tintash. He worked there for two years in multiple roles and recently quit to start BugDev Studios full time with a team of like minded individuals. “At BugDev Studios we aim to develop creative, out of the box games, currently focusing on hand held devices as out target platforms. I have worked on Itsy Bitsy City at Tintash and Crazy Hexagon as an independent project with fellow devs (both available on Google Play). I like to read and write about games and psychology and take course on Coursera in my free time.”

As stated, Usman is part of a three man team that is working on the app. ” I am part of a team with two engineers [Aqeel Raza (@AqeelRaza2) and Abdul Aleem Khan (@aleemkhan001) ] who have experience in game dev, web development and app development. We will primarily be handling app development of the project. I will also be pitching in with user experience and feature design of the website.”

Though the app is too early in development to expound upon specific features, BugDev studios was able to provide some information about the app’s functionality. “The concept of the project is help out independent developers working in game devevlopment to find like-minded individuals with specific skills they need. The app will be designed to mirror the website’s capabilities, more or less.  So, the website is something really needed right?  The app is visualized as a mobile version of the platform, making it easier for our users to interact with the platform on the go.”

Indie Team Up is a community of IndieDevs created by IndieDevs.  What are your skills and talents?  What prior work have you done?  Want to break into the gaming industry, and help some independent developers along the way?  Keep and eye on #indieteamup and use the hashtag to connect with other developers.  I would like to nominate this song as their badass theme song because these guys are IndieDev superheros.  Like a bat signal in the night sky, this team of dedicated developers will see it and help provide you with the key ingredients necessary to get your project finished, and well.

All of the quotes included in this article are modestly paraphrased for spelling and accuracy.  This is what the individuals involved said, but it has been arranged so that it all flows together nicely.  What? You thought I got everyone in a room and had an interview?  That shit would take hours!

 

Concursion, Genre-Fusion Salad

concur

 

I imagine the discussion at Puuba Games when this game was thought up went like this:

“We want to make a game, and have decided it will be a platformer, now Bill…”

Dave jumps in,  “Whoa whoa whoa!  Who decided on that?  I wanted to do a fucking fighter, like double-dragon!”

Bill cuts off Dave “O fuck that! We agreed last week at Chi-Chis that we’d be doing a damn ninja game!  Shinobi redux bitches!”

“And most of us were trashed on tequila and margaritas!  No, last week beforehand we decided on a space shooter!”

Sam cuts in angrily, “What!?  But the indie scene needs my ideas for a non-violent ambient space explorer!”

                                                                                                                                                                                                                                                               – Puuba Games Board Discussion, probably

On the battle raged for 6 days, 7 nights and on the 7th day, everyone said fuck it! and they each started their own games.  Little did they know, this was Dave’s plan all along.  He wanted everyone to do what they were good at in order to make this game.  You’re a devious mother-fucker Dave.  Devious.

Concursion literally takes 6 different games, disembowels them like digital legionnaires and squeezes them into a bizarre game smoothie.  Don’t believe me?  They brag about it on their fucking site.  Now, the game starts off as a platformer with the usual platformer issues.  Dark Lord Bignbad has captured the princess… Honey Drop.. Honey Bum..(?).. the princess yet again, but this time he shatters some crystals, rending the world and various others.  Your character just shows up at the castle, presumably because he’s a horny (-ed) viking, and sees that she isn’t there.  You then chase after the princess’s hand maiden, who it seems was included as a bad-ass lady character because in a kingdom with no other visible rulers, theirs is still a princess.  At least I don’t think there are other rulers, but if there is a king and queen, it was real shitty of them not to show up at the scene of their own daughter’s kidnapping.  Anyways.  Puuba Games essentially does with Concursion what Irrational attempted with Bioshock Infinite, but does it better and to greater efficacy.  Sure, it is not as sparkly as Bioshock was, but I never once said, “God this game looks great, but where is the game material that I was expecting to enjoy?”  Concursion delivers on all of its promises, whether you like it or not.

In the platformer you play a little red viking that seeks to save the land.  Of course, when your happy ass crosses realms you change into the hero of that realm.  It’s pretty fucking awesome.  So one minute you’re a little red viking and the next you are a ninja, double-jumping and deflecting shurikens.  Cross over into another realm and you man a spacefighter, and another still has you don a jetpack and spacesuit.  Watching the transition is a little bit jarring, but as you play each genre-realm, you become associated with the capabilities of each character.

They have great dumplings in this swirling vortex of universe-rending power.

They have great dumplings in this swirling vortex of universe-rending power.

Transitioning between worlds also grants you certain abilities.  Jump in the platformer, transition into ninja, now you can double-jump that pit in time to survive and go platforming again.  Even the bad guys transition sometimes, but it is really funny to see a dopey dragon-dog transition into a flying hunk of rock and vice-versa.  Those bastards over at Puuba also made mastering these transitions essential to obtaining the key to patching all the holes.  See those little green shards at the top left of my screen there?  Yea, those little fucking things.  At first you are getting them like it’s you’re job, but the difficulty of the game increases steadily, so each level makes it tougher and tougher to get the damn things.  I can already hear the howls of completionist rage.

I am not a platformer pro, either.  I bought Braid, found it insanely too tough and quit playing.  Sure, it’s artistic and mopey and wrist-cuttingly emo, but this is not Braid.  This game is also artistic, in its own way.  In a way that reminds me of Mega Man.  Seriously, this game’s music is the type that I love to hear.  It is full of energy and fun.  I actually alt-tabbed the game so I could listen to the theme music of the Intro level.  Don’t you judge me, play the game and listen for yourself!  Music in this game is also as much a part of the game as the mechanics and the graphics, too.  Each realm has its own version of the same music in each level to which it transitions.  It seems Puuba put some serious ass into this game as the only way I can imagine doing this is to make several versions of the same soundtrack and making the game change the place in the soundtrack upon transitioning.  And in case you are wondering, this takes about a fraction of a second.  It is seamless and really neat.  Even in places as above, where you will transition three times mid-jump, the game alters the music as you pass through those vortices.

The soundtrack here must be titled something like "the finality of laser-induced death"

The soundtrack here must be titled something like “the finality of laser-induced death”

Concursion’s difficulty has a good rising curve, but after a point I got to where I was cursing my ass off.  It really brought me back to my roots on the Super Nintendo with Mario or the Commodore 64, trying to make the Hulk cry for mommy before the dynamite he had strapped to him exploded.  It is the most fun game I have ever sucked at in every possible way.  Real platformers would be facepalming and tearing the controls out of my hands.  But the way this game has you doing things that are hard as hell to awesome and encouraging music is really fun.  I mean, every scenario they put you in, whether you are attacking shuriken-flinging wall-ninjas or dashing for your life from a player-seeking angry spike ball, the music is perfect for the level.  Any of you that have a child inside you not due to a heavy lunch will want to go get this and relive your entire childhood gaming experience in one game.

Some of the levels are done up in vector graphics, some are your pixel-art, if you’re into that.  But all-in-all this game rocks.  There is even a little humor in how the game teaches you how to play.  Like, did you know that ninjas could historically perform a double-jump?  I can just imagine that showing up in one of those highly questionable History Channel shows.  And once you are done running all over the place, the game lets you jump under a discoball for your own personal pelvic-thrust party!

If you would like to buy this game, aptly described on Steam as a difficult indie action platformer with a great soundtrack, it runs 11.99$ on the aforementioned gaming service or 16.98$ for game and music.

nntsss nntsss nntsss

nntsss nntsss nntsss

Absolutely one of the most fun platformers I have ever played, including in comparison to the classic ones.  But the thing that pisses me off about all of this is how hard I suck at platformers!  I mean, don’t get me wrong, I love gaming, and I played more Super Mario Brothers than any one person should have as a kid with 4 brothers.  But I was the one that passed the Sega controller during rocket-knight adventures so my brother could teach me how to rocket-jump!  I played the first level after the intro in about 3 minutes and 30 seconds.  When you play that level, you will be astounded by how hard I truly suck.  Please don’t hate, we all have our strong suits and I am not the Jack of Platformers.