March update

It’s spring time! In Denmark this means the weather changes from constant grey to slightly less grey. We Scandinavians can now actually go outside without worrying about frost bites and even the Sun occasionally stops by on its way to a happier place. But let’s not talk about the weather. It just makes me wanna go outside and look at female humans instead of working. We don’t have time for pleasures like that. We have a game to deliver to all of you lovely people out there.

The Silent Age Episode One has actually reached a state where it’s playable. Yeah, that’s right, it’s alive, it’s ALIVE!! We ought to open that bottle of champagne that has been collecting dust next to the silly party hats. But we’re Scandinavians. We’ll party when the game is done. Instead, we’re spending our time testing, polishing and adding more puzzles to the game. We even have an animator on board now! The game finally comes together, and it could actually turn out to be a great game!

 

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Crunching

We’ve been crunching! We’ve been at work all through the weekend from 8.30 in the morning, which is really early for an indie games company. The story guy, the programmer guy, the game designer guy and the sound designer girl all gave up an entire weekend of partying and couch potatoing. Even the company baby was there.

The plan was to finish up most half of The Silent Age Episode One by Monday – a plan which went very well until a horde of bugs and unforseen challenges showed up. We did suspect that something like that might happen, and we did manage to get a lot of stuff done. The Silent Age Ep. 1 is in good shape.

We also managed to add an extra feature: We’re now able to add an overall colour tint to Joe’s sprite. This means that we can make Joe all green, all yellow or all black! As you can see in the above example, we can now place Joe in a semi-dark room without having him look like a flourescent sticker!

 

The team, busy planning.

 

Anders, the story guy.

 

Nevin, the sound girl. Only people with a high IQ are able to work on two laptops simultaneously.

 

Uni, the producer, looks at the ever growing task list.

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Slicing

They did it to the latest Twilight Saga and Harry Potter movies. They did it in Berlin and Korea. Now we’re doing it:

We’re slicing up the game!

We have been working on The Silent Age for… well… ages! Let’s call it a year on and off. We could easily go on for another six months of solitary confinement development, but we feel a strong need to stop brewing for a moment and start letting you have a taste of what we’re brewing instead.

So we have decided to release The Silent Age in two episodes. Rather than keeping you waiting any longer, we would like to get your response to the game as we move along. The critique we get from the first episode will help us improve the experience as we work on the second episode.

The plan is to include the first 5 chapters in Episode One, which is very close to being considered beta. Episode Two will contain the last 5 chapters, which is scheduled to be released… When it’s Done.

As always, we would love to hear your comments and feedback.

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Nordic Game Jam

This weekend, the House on Fire team participated in the Nordic Game Jam, an annual event, where programmers, graphic artists and nerds in general meet up for a world wide game making rendez-vous!

The House on Fire Team split into two fractions: Here’s one part of the team, proudly advertising a secret upcoming project. From left it’s: Lasse, some random guy not from House on Fire, André, Uni and Linda.

The team worked hard, fueled by a mix of adrenaline and beers, and with the helping hand from the random guy not from House on Fire, they managed to make a rather weird game.

I partnered up with fellow font geek Alexandra Mariner from Funrigger to open a Logo Shop during the event. The Logo Shop was a 100% free enterprise, providing custom made logos for game jammers! By the way, this picture kinda reminds me of a certain Kraftwerk sleeve.

Nordic Game Jam was great fun, and a great place to network with fellow videogame-geeks.

Giana uttered her first word shortly after the jam ended. Uni claims it was “Babba!” but others say it might have been “Data!”…

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How Fast Should Joe Read?

How fast do people read? Asked another way, how quickly should text disappear from the screen?

Being a point-and-click adventure game, ehm, a tap-and-click adventure game, there is a lot of story to be told. The narrative and dialog is done by the very talented Anders Pedersen, and I think you guys will love it.

We would love nothing more than being able to afford voice actors to do the dialog and narrative. But on our tight budget, we’ll have to go the classic way. And it does suite the style of the game very well.

We are currently working on the whole dialog and text system. Whenever the player click, eh, taps on an object, Joe will walk over to it and describe it. Often with a comment which might tell more about Joe’s personality and situation, then the object itself. This is how much of the back-story is told, and is our primary way of informing the player.

The comments are displayed at the top of the screen. Unobtrusive, it won’t take away the flow of the game, and the player can continue on without tapping pages and pages of text, if she doesn’t want to read it.

But every now and then, Joe needs to talks to people. This is usually important for knowing your actual goal in the game. So we have made a dialog system which pops up in the middle of the screen. It displays a profile picture next to the text so you can tell, who is saying what.

As it turns out, there is a whole science behind reading, reading speed, and type of reading. Looking at the Wikipedia page, our player will read for comprehension, which is for an adult between 200 and 400 words per minute, at a average word-length of 6.

I am pretty bad at reading myself. So we have set the text to display at 200 wpm with an added one second fixed reaction time. In dialog between the protagonist and other NPCs, we have decided to require the player to tap to the next page, so she won’t miss important plot-points (unless she want to).

How fast do you read? Please leave your comments and opinions in the comments below or on Facebook.

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Aloha 2012

2011 ends! Tonight! According to the Mesoamerican Long Count Calendar and the great German movie director Roland Emmerich, 2012 marks the End of the World As We Know It. Fortunately the cataclysmic events will not occur until December 21, so it seems we’ll have time enough to release The Silent Age before Armageddon.

Things were a bit less dramatic in 1972. Joe spends New Years Eve on the coast of Honolulu, Hawaii, getting drunk and playing songs on his ukulele. He has bought a pack of cigarettes, hoping to build up a smoking habit. But Alas, the cheap rum makes his ukulele sound like Stockhausen on a bad day and the cigarettes just make him dizzy. Poor Joe. Let’s hope some dramatic event will turn his life upside down in the near future.

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Thoughts of a Marketer

Hello World! I’m Daan and I’m currently handling marketing, communication and community here at House on Fire. The team asked me if I could write something about me coming to Denmark to work for them and so I did! Being in marketing I tried to make it a “tongue-in-cheek” reference to the usage of buzzwords in marketing hence it might seem a tad quaint to some. Hope you’ll enjoy it!

In early 2011 I started preparing for my quest to leave my homeland in search of better grounds. My study gave me the possibility to follow a placement abroad so I decided that could be a perfect stepping board for my quest. I soon came to the conclusion I had to move up north as far as I could to get away from the unbearable temperatures in north-western Europe. I started my search on the World Wide Web hoping to find a company that might take me under their wings. After a long search time started to run out but right in that moment of adversity I got approached by two individuals from Denmark representing two different companies. Both opportunities sounded awesome and after a quick question I found out the companies belonged to the same union. This made it possible for them to share my talents and gave me the opportunity to experience life in another country.

In the end of August the time to leave had finally arrived and I could feel me at the start of the cone of uncertainty (which isn’t at all unusual when you’re at the start of a possibly life changing endeavour) almost like I’m standing on the crossroads of my life… Though I was very sure which way I wanted to go and so, filled with inspiration, I set out to occupy the position of marketing expert at House on Fire and community manager for Big Bite Games.

I had no clue what I could expect from working in the indie scene, for all I knew I would end up with a bunch of Hacktivists or something. I was happily surprised to find myself in good company though. These guys clearly had a good sense of innovation and the game Neon Zone has even been compared to Portal at one point which is one of the most successful indie games around. All of this attention and praise does should theoretically point to a real winner but we soon found out it’s not enough for a game to sell. In order to do that, we needed to induce some form of remembrance in the consumers, preferably on par with the Brazilian floods or the Japan earthquake and Tsunami earlier this year (though obviously not in such a dramatic fashion). It goes without saying that this task of ginormous proportions rested near solely on my shoulders.

In order to make a winning strategy I was forced to focus all my time and energy on my work which had the fortunate side effect that I had no time to embarrass myself by planking on one of the national monuments around here in Copenhagen. One problem I did encounter by working for an indie developer is that I had to start the revolution without a budget (wouldn’t it be better if indie developers had a similar virtually unlimited financial power as a Super PAC?.., though that obviously would completely take away the charm of all that’s indie). I started my marketing immersion by tagging up every mentioning of our game out there and by writing fabulous press releases.

The remaining question of course is if this all has worked, was it a great success or merely a waste of web-space? Well I certainly hope that it was, though as long as Neon Zone is not next to Angry Birds (or preferably above it) there is still work to be done. Of course practise makes perfect and everything takes time so I will conclude this episode as of great educational value and hope that both Neon Zone, The Silent Age and House on Fire will go down in history as great names and hopefully one day be able to claim a legendary status like the first Carmageddon or Tetris (to pick two completely different examples).

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Meet Joe

Our recent exposure on the IndieGames Weblog has spawned a lot of comments on the main character Joe. Joe is literally an Average Joe, living an average life and taking care of an average job. Let me explain why we created such a rather dull character for our game:

We decided early on to give Joe a very weak personality to make more room for the surrounding scenery. The story takes place in both the early Seventies and in a future where mankind has become extinct, and both settings are visually rich and offers great possibilities for exploration. We felt that having a main character with a strong personality would steal away too much attention from the surroundings.

When working with Joe, we soon realized that the most interesting situations occurs when Joe’s personality is directly in contrast to the surrounding world. For example, in the above scene Joe finds himself in a room surrounded by stylish Seventies art and design. Joe has no appreciation or understanding of neither, and this enables us to have him comment on the room in funny or unexpected ways.

Joe starts out his adventure as a slightly naive working class nobody. His life is quite tragic, but he’s totally unaware of his own miserable situation. As the story progresses, he becomes gradually more aware of his own situation and is forced to evolve accordingly.

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December Update

All of November, we’ve been busy promoting Neon Zone. We don’t have a publisher, so we’ve had to do everything ourselves. This is our first experience with marketing, and we were shocked by the amount of work that it has required.

Sadly, this means that The Silent Age has been neglected. But don’t worry, as of December 1st we’re back on track with fresh eyes and full of post apocalyptic energy.

Joe himself has been busy supporting the charity event Movember by growing a nice hipster moustache. We haven’t really decided yet whether he should be allowed to keep it or not.

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Neon Zone

Did you know that The Silent Age isn’t the only thing we do? That’s right, we’ve just released another game called Neon Zone, a minimalistic brain puzzler!

Go get it on your Android or your iPhone

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September Screenshots

Here’s a few screenshots showing a bit of past and future. This is pretty much how the game’s gonna look when it’s done.

Join us on Twitter and Facebook for regular updates!

 

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A New Teaser Video

We have created a new video to give you an idea of the mood of the game. This is very much a teaser. No gameplay, just a general impression of what you can expect the final tone and setting to be like.

If you have the connection and machine for it, make sure you enjoy it in HD quality and full-screen.

We hope you like it.

 

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Interactions Between Objects

Today I started working on object interactions, and it inspired me to write a little post about it.

A few months ago we created a prototype to see how the game would work, to find problems in the game-play as soon as possible, and to see what kind of interactions we could expect in the game. The story and puzzles were not complete at the time, so we had to extrapolate what kind of situations the player could get into.

It was, and still is running on the Android powered Galaxy Tab, and everyone we show it to is very excited about the game. The first typical comment is “Oh, i loved Monkey Island” and as soon as we mention time travel, we hear references to Day of the Tentacle.

The Silent Age on Galaxy Tab

Anyway, we’ve shown the prototype to a lot of people, and used the feedback to tweak the prototype until we were happy. Of course, this also turned the code into a mess. Every object had its own specialized code, which quickly became unmanageable. So we ditched the prototype and started from scratch. Right now I’m working on making the interaction between objects and the player, and of course it is all scriptable and general.

I have created a matrix of interactions. Whenever an object is used with another object, I put in some commands into the corresponding cell for the engine to interpret, and the magic happens. Clicking on the green_access_card now does this:

remove=green_access_card|create=inv_green_access_card

Creating a green access card in my inventory. And when I use my inv_green_access_card with green_card_reader this happens:

remove=inv_green_access_card|create=elevator_to_secretary

Which is how you open the elevator doors. Pretty straight forward, really. The objects themselves can run an animation, if they are set up to do this. In this case, the elevator doors could open. It’s awesome when it works :)

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Same Game, Different Name

We thought we had found the perfect name for our game: Future. It’s a spot-on title for a dystopian time travelling game and easy to remember too. You’d think someone would have claimed that name for a game long ago, but so far we haven’t found any games with that title.

But alas, having the perfect name is like sunbathing on the perfect spot on the beach: You quickly realize that you’re not alone… A Google search on the name will return 1.500.000.000 results, and YouTube offers half a million results. Since nobody cares to look any further than the first 10 results on a search engine, we became totally invisible. Even if you entered advanced search combinations like “Future” + “House on Fire” or “Future” + “Point and click adventure”, we were still invisible…

When a movie came out this year entitled ‘The Future‘, we finally decided to find a new name for the game. We had 3 simple requirements:

  • Everyone on the team has to love the name
  • It should sound like a Seventies Sci-Fi movie
  • The name should stay true to the atmosphere of the game

After a weekend of research and thinking, we came up with the name The Silent Age. It has that Seventies Sci-Fi feel to it and also hints at the mood of the game. Its also a nod at the song Sons of the Silent Age by David Bowie.

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    The Times They Are A-Changin’

    I have a confession to make: I’m a dedicated fan of anything remotely related to the Seventies: The clothes, the music, the furniture… Yep, it’s one of those rare decades that only gets better with age.

    A lot of my inspiration and motivation for making this game has been the Sci-Fi movies of the early Seventies, like The Andromeda Strain,  Beneath the Planet of the Apes and Capricorn One.


    Retrofitting

    One of the core features in the game is time travelling between fixed moments in the present and in the future. At some point an idea started growing in my mind – what if I moved the present from 2011 to 1971? The future time could then be set to now – fourty years later – in 2011. I decided to give it a go, and the more I worked with the idea, the more advantages spawned. Here’s a few:

    • The Seventies are fun to look at! People had weird tapestry and bubbly chairs. People were much more experimenting in their choice of colors and materials. The freedom in color in particular allows us to use colors much more actively.
    • Removing modern technology means that our hero doesn’t have a cell phone or computer access. This saves us a lot of “why doesn’t he just call for help?”, or “why doesn’t he just get the info on the internet?”-explanations.
    • The World has changed a great deal since the Seventies, which allow us to make references which has a different meaning today than in 1971. Nixon was percieved to be a good president, OJ Simpson was extremely popular and you could actually smoke – in a plane!
    • A lot of stuff was going on in the Seventies which we can use for the story – The Cold War, The Vietnam War, The Space Program and in particular the conspiracy theories which were popular at the time.

    It’s proven to be a great decision, which not only gives a lot of options but also adds a lot of personality to the game.

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    Colours

    During user testing we’ve come to realise that players have a hard time finding out which objects can be interacted with and which can’t. The iDevices don’t have mouseover, so players usually just tap any object which they think is even remotely interactable.  This adds up to an awful lot of fruitless tapping, which in our opinion disturbs the game flow. Still, we want the background to have a high level of detail so the problem arises: How do we put in highly detailed graphical objects without the player perceiving them as interactable objects?

    We’ve tried having interactible objects sparkling occasionally, which most user testers find to be a great help. Still, some testers are annoyed by this solution as they’d rather discover the interactable objects themselves.

    Using Colours

    We’re currently working on using colours to solve the problem. The idea is to have a general palette for the background and then highlight objects with colours outside that palette.  The idea comes from EA’s Mirrors Edge which uses a similar colour system to guide the player.

    Above is a sketch of a game scene taking place next to a lake at nightfall. To the left is an ambulance parked by the roadside and in the middle there’s a mailbox, a sign and a bridge leading to the small boat on the right. The colour scheme should make it pretty clear which objects are interactable: the ambulance, the mailbox, the sign and the boat.

    Will it work? Only loads of user testing will tell…

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    Teaser

    This teaser does not show actual gameplay. We made it early in the process to define the look and feel of the game. It was important for us to create a world which would be interesting for players to be in before diving into game design.

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