It’s the last part of the Muri dev blog! Oh my!
The plot and setting were inspired mostly by Doom and Sin & Punishment, though it’s not as over-the-top as the latter. Since each person the player meets only gets a few minutes of screentime, it’s hard to establish them as characters, and as a side-effect they all get portrayed in a pretty negative light… on the other hand, the story is about strife anyway, so it might just fit.
I wanted it to be possible to take the story as both serious and/or cheesy, depending on what you want to get out of it. One tester managed to be immersed at least, but I think it’s a mindset you need to have when going into any media with a dramatic setting. Heck, I liked the bizarre and creepy story in Doom, eventhough most people I’ve talked to didn’t even know it had one, and Doom is hardly a game I take seriously.
I didn’t want reading the story to be mandatory, so you can skip the cutscenes and still enjoy the game. Of course, the reason you’re fighting the weirder bosses won’t be clear, but if you’re not interested in the story it shouldn’t matter anyway.
While I made Iji previously, which has a lot of modifiers depending on what the player does, Muri only has one alternate way out of a specific bossfight which doesn’t change the episodes that come after it. It wouldn’t really fit this kind of game to be more complex than that, I think.
One of the biggest challenges in level design was the fact that the player can only see a short distance vertically, so platforms, spikes and enemies had to be placed carefully. Though the player can safely bounce on enemies’ heads, making it more fair when falling into unknown places from above, I just avoided putting enemies in unknown areas below the player in the first place.
The small screen size also made it hard to let the player know what a boss on the other side of a big room is doing. One enemy that is part of a boss encounter was designed to rush the player from a distance, but since this was hard to anticipate when the enemy was off-screen, I lowered its speed by a lot. The boss was hard enough as it was, anyway.
Teaching the player
Although the game only needs a few buttons to play, I have to tell the player the controls somehow when they’re playing with a keyboard. I didn’t want to show the controls on-screen like more modern games, instead prompting them to “PRESS F1 FOR HELP” which explains the controls, and if you flip the pages, the most basic parts of the rest of the game.
The testers never looked up the help screen aside from curiosity, as they immediately found at least one set of the buttons that perform the game’s only two actions (jumping and shooting): Control and Alt, Z and X, Numpad Ins and Numpad Del, and a few more. Y is also mapped to Z due to these being swapped on German keyboards. I decided against the user remapping the Z/X keys, since it wasn’t necessary given that Control and Alt are in the same place regardless of your keyboard layout, and rarely “block” the arrow keys when used in conjunction like other keys do.
In the first level, the player is dropped into a small room with a barrier guarding the exit. A nearby generator (obvious reference to Hero Core) needs to be shot while ducking, lowering the barrier. The player must then keep the jump button held to jump higher and reach the ledge above, and with this they have discovered the basics of the game by themselves. Jumping on enemies is usually discovered in stage two, where enemies are clinging to a wall at the bottom of a thin vertical shaft. The player inevitably bounces on the enemies on the way down.
The game could’ve clearly communicated everything about how to play it through text and icons, but this being a DOS-like game, I didn’t want to overdo it. I prefer when games don’t underestimate the player or waste their time, too (though I’ve made some long-winded tutorials in the past).
Well, that’s it for the Muri dev blog. I hope you’ll like the game! 🙂
It’s Muri time!
Many DOS games let you choose between PC speaker sound or MIDI and digital samples, which required a sound card. When dad got a Sound Blaster 16 we had to manually input the IRQ and DMA in setup programs for each game, though later games like Tyrian could autodetect the sound card.
Anyway, the PC speaker can only generate one fairly simple wave at a time, with no way to adjust the volume. For Muri I used a synth emulating the PC speaker, set up by Mattias, to generate these sounds. The game uses a priority system to make sure that only one sound is played at a time. A higher priority sound will overwrite a lower one, which works surprisingly well in practice!
Mattias also wrote two PC speaker songs for the game, but only one was used. The other was going to play in a cutscene, but was considered too distracting.
There’s at least one new enemy or boss in each of Muri’s 20 stages, ranging from small robots that don’t even notice you to jumping, ducking and dodging humanoids with rapid-fire rifles. Most robots come in four different colors with slightly different abilities, and each episode has a unique enemy that usually guards or carries something important.
Though most enemies are limited to simply running into you or firing slow-moving bullets in one of 8 directions, I hope I’ve managed to add enough variety to them. I noticed during testing that since you can jump on enemies from above to damage them, some testers tried to do this all the time, even if it meant crashing into them and dying more often than usual. :p
Pickups and weapons
Aside from the regular point bonuses, there are several energy pickups and one extra life more or less hidden in each stage. Both the energy and extra lives are replaced by point bonuses on higher difficulties.
Since all the enemies and bosses are defeated by simply shooting at them, the game could become too hard or too easy depending on your current weapons. To alleviate this, there’s a rare kind of pickup that gives you infinite ammo for a weapon, usually before a boss where I wouldn’t want the player to get stuck with just the regular gun. I also tried to make the weapons different enough from one another that they all had their uses, though as you’d expect they are more powerful the rarer they are.
The weapons got the DOS-y names RAPID, MKV, LASER, MEGA and CHAOS, with distinct sounds for each one. MKV stands for Mark Five, but this isn’t explained by the game. Letting the player guess at the meanings of weird acronyms is part of what I liked about old games. But now I’ve ruined it for you. Oh well.
Next up is story, vertical problems and teaching the player!
It’s time for another Muri post!
The game emulates the 320*200 EGA graphics mode that uses the 16 CGA colors for its palette. I’ve actually only played a few games that ran in this, like Duke Nukem, which used the optional brown color instead of gold.
There’s a lot you can do with these 16 colors, but I didn’t want to use dithering or more advanced pixelart, since it would look more like an Amiga game in style. I was rather inspired by the simplistic look of games like Electro Man, plus I’m not that good of an artist.
You might remember the bright-red and yellow character portraits in Duke Nukem – it’s hard to get a proper skin tone, especially a darker one, with these colors without heavy dithering. The only time you see Adwoa without the helmet is when red sunlight is reflected in her face, providing some context for the high contrast. Thanks to Scott Robertson for help with this!
The only other time people’s faces are seen is in a greyscale portrait, which probably looks better than if I’d tried to do it in the 16-color palette. Speaking of these limitations, the colors used for the Muri suit were chosen to stand out from the background and enemies, and each suit has a different colored visor.
Late in development, I realized that the game – which normally runs in 16 frames per second – may be too archaic (and a bit nauseating) for most people. The low framerate also makes it harder to turn around quickly or react to enemy bullets. After a bit of testing with doubling the framerate and rewriting the code for the player character, I decided to implement a 32 FPS “smooth mode”.
The smooth mode required programming special cases or timing changes for all the logic in the game, which was pretty tedious. I think it was the right decision in the end though, making the game more visually appealing to players who don’t want their retro games that retro. Essentially, it just makes everything move twice as smoothly.
The game asks you to select the “authentic” or “smooth” mode on first startup, but can be easily changed in the options afterwards. It was the only option I considered important enough to ask the player about, since many players never go into the options menu.
The next post will be about sound, enemies and pickups!
Hi there! This is the first of a series of blog posts about Muri’s development.
I started work on Muri in May, with the goal of making a simple DOS-like platform shooter inspired by Duke Nukem and Commander Keen. Unlike my freeware games, this one was made specifically for Ludosity.
Jumping, ducking and shooting is pretty much all you do in this game, with the strongest weapon being used automatically as long as you have ammunition for it. I had a button for changing weapons during development, but testers either forgot you could switch weapons after a while, or stuck with the basic gun to save on ammo and wound up never using their best ones. Being forced to use your currently best weapon improved the pace of the game quite a bit.
There are four episodes selectable from the start, with increasingly tougher enemies and stages. Now that I think about it, I miss being able to select episode (or the equivalent) in most modern games. It’s a good way to separate Muri into distinct and manageable pieces, since nothing is carried over between episodes.
There are some things the player needs to figure out for themselves, like what the “CELLs” do and where to find them, but I think that’s part of the fun. A player often appreciates having figured something out more than being told about it.
There are four selectable difficulties, with the easiest giving you a lot more health and ammo. The harder ones remove health pickups and extra lives, but the enemies remain the same.
I wondered throughout the whole development whether the game should have continues, or even infinite continues, rather than having to start the episode over when you run out of extra lives. But since the episodes are rather short, and it didn’t really fit the arcade-style nature of the game, I decided not to include them. Instead I added secret ways to get through the episodes faster at the cost of a potentially higher score.
The highest difficulty is pretty tough, since you’re allowed fewer mistakes. The first episode isn’t too challenging even on this difficulty though.
That’s it for the introduction – next time I’ll talk about the graphics, EGA limitations and “smooth mode”!
Ittle Dew just launched on AppStore and Google Play!
Grab them here:
AppStore – https://itunes.apple.com/us/app/id708195900?mt=8
Google Play – https://play.google.com/store/apps/details?id=com.ludosity.ittledew
Hope you like ’em! =)
We are basically finished with Ittle Dew for tablets, and we’re just about to submit and send out review copies.
I wanted to show you how it looks (and works). When you start the game for the first time you’re prompted to choose between two settings, gestures and on-screen buttons.
Playing with gestures is super comfortable since you can play with just one finger. Hold to go there, and use one of the four gestures to use the items. As you unlock the items, Tippsie will show you how to perform the action.
I know there’s a lot of players out there that don’t like on-screen controls, but actually they are my personal preference. We’ve iterated and tweaked the feel many times until we got them as good as we wanted them.
It’s easy to change controls at any time too, so try them both! We hope to have Ittle Dew out on tablets before the end of this month.
Our game “Card City Nights”, that Haku introduced in the last post, is in fact a crossover type game. With just Ludosity-related games! Games like Ittle Dew (of course – our one somewhat known game), Space Hunk (the bizarre Mojam game), Healthy Weapon (my android fighter) and of course Daniel Remar’s beloved games such as Iji, Garden Gnome Carnage & Hero Core. Plus many more, that you’ve never heard of!
In the game, you collect cards featuring these “franchises” but you also meet & battle people that are kind of characters from these games but “remixed” as various regular, urban card game enthusiasts.
Which means 2 things:
1) Almost no one will have any idea what the hell is going on with this baffling game.
2) I have to draw the characters from Daniel’s beloved games and not screw them up!
So let’s talk about 2. Here’s what I did, I had Daniel draw a sketch for his characters, to give me a pose to work with and ensure I don’t misinterpret details about their design.
Let me show you the process for my favorite character from Iji – Iosa the Invincible, reimagined here as a scientist working at the Card Science Lab:
One thing to note about Iji is that the sprites were first made in 3D, and then rendered out and touched up. So for the Iosa card art, we opened the 3D model and posed it a bit, and used that as the basis for the picture:
The idea for ‘Card City Nights’ came to me this last Easter, when the itch to code started to creep up on me after a few to many(2) vacation days. The initial idea was simple enough, I wanted to combine the three-in-a-row game play from ‘Might and Magic: Clash of Heroes’ with the chaining of cards from ‘Tetra Master’ (the card game in Final Fantasy IX). After a couple of hours I had a game with gray boxes with different symbols that could link with each other to bring down the opponents HP. A couple of days later I ripped the card graphics out of Ittle Dew and had something that looked like this:
The final version of the prototype for Card City Nights.
The project is now well on its way, with new elements inspired by games like ‘Pokemon: Trading Card Game’ and ‘Professor Layton’, graphics in the same style as Ittle Dew and with jazz and hip hop inspired music.
Here’s some screen shots and some music from the development so far! Enjoy.
A conversation with fishbun.
A game of Card City Nights.
UPDATE: Mails with keys have now gone out to all FastSpring users!
So, Ittle Dew is out on Steam right now!
For those of you who bought it on our webpage before July 12 (via fastSpring) we are now working with them to have keys sent out automatically through their system. Worst case scenario, I’ll be doing alot of manual emails in the coming days, but it will come =)
For those of you who bough it after July 12, using HumbleStore, you can find the key from your original pre-order download page. If you lost it, use this: https://www.humblebundle.com/store/keyresender
UPDATE: Now also on Ouya!
Head on over to ittledew.com to buy Ittle Dew right now!
It’s available for Windows via our webstore, and everyone that buys now will also get it on Steam when it launches there by the on of July. Mac and Linux will also be added to your purchase as they become available.
Enjoy, and post your best times to our twitter!