Krister

Aug 272017
 

Welcome to the first official post about Beneath the Waves!

A month into development and we are starting to see the concept take shape as we flesh out exactly what this will be and how it will be played.

The Game

Player character concept

Player character concept

What can we say about Beneath the Waves so early into development? Well… We can say that it is an adventure game filled with mystery.

We can’t really talk too much about our story as we don’t want to spoil anything for you. We can say that we are hoping to write something that will be filled with mystery, maybe even a little scary! Something that will keep you wondering about what it is that hides Beneath the Waves?

Gameplay wise it is greatly inspired by the classic adventure point and click genre. We want to have a bit of a fresh take on it so we are considering how we can do that. Our thoughts now are along the lines of having it play like a 3rd person game where you transition out of action mode and into puzzle mode. The classic adventure games often have a static camera and you go from scene to scene and we are aiming for one location where you can move freely within that space, think free roaming but in a small environment.

The Setting

Beneath the Waves will take place on a remote island cut off by the tides. We are greatly inspired by Mont Saint-Michel located in Normandy, France. The player, a 35ish travel author are doing and article series about popular tourist places during off season and for reasons not yet revealed takes aim on this beautiful island.

The game takes place in modern day but the popular tourist island with its rich history has the feel of, and aesthetics of a medieval city last renovated during the 30s.

The Team

Progress on the model of the player character.

Player character progress

Well whenever it comes to us at KJ Interactive you will have Krister and Jona. Krister being a coder he will naturally handle the programming of the game. Jona as the marvelous technical artist that he is will handle that side as well as being the lead of the graphics people helping them doing what they do to the best of their ability.

We are also getting help from our friends at Red Line Games. Juras is our character artist and he is currently working on the player character that we will talk more about in an upcoming article.

With us we also have Kalle that together with Krister is focusing on the story and dialogue.

The Future

Our short-term goals are to produce a demo to test the idea of Beneath the Waves on players to see if this is something you will enjoy and see if our direction with the game will be enjoyable for you. Therefor we are focusing on the beginning of the game and releasing that as a free demo and from there we’ll continue if you enjoy it as much as we hope you will.


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May 262017
 
K Hi there, time for a new Unity tutorial.

Now you might remember my old image map tutorial, well I remade it in video for your viewing pleasure.

This is basically usuable for raycasting an object and get the color of the pixel on the texture you hit. This can be used to create a color picker or an image map, where you have a texture with different hot spots.

 

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May 242017
 
K Once again I went to Jönköping Sweden with my students for LBS Game Awards [SV].

It have been a long year with a lot of hard work as usual for my students. Once again that paid off and sure, I’ll take all the credit… But if they ever deserved some it’s now.

Well to start things off we missed two hours of the event due to a broken down bus, missing all the speeches from the jury. But we did get there in time to win some awards.

We won best graphics with Owen’s Rumble and we won best technology and second place for best game with The Adventures of Commander Sid.

Down below you can see a perfectly edited film about our day, so if this game dev business doesn’t pan out I can always work in the movie industri.

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May 202017
 

This week I (Krister) had the oppertunity as a programming and game development teacher at LBS Stockholm [SV] to visit the Nordic Game Conference. The largest game conference in the north.

My first visit to this conference in sunny Malmö.

Nordic Game Conference 2017

Nordic Game Conference 2017

 

 

 

 

 

 

Epic with Unreal was major sponsor of this event and a lot of other great companies including Unity was here as well. To schedule all the talks was no easy task to say the least. With speakers from major companies to some awesome indies showing us their work or teaching us a plethora of subjects.

Testing all the great indie games was beyond awesome and to see how strong this community is during the Nordic Game Awards showing support to each other.

The conference was great and meeting up new developers are always nice. Overall you can’t have a bad time during these events, everything from what you learn during lectures or whom you meet. The only downside is the Swedish prices of alcohol, not like Vilnius and GameOn.

If you understand Swedish and are interested in education you can read my summary from the perspective of a teacher here.


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May 022017
 

What do you do when you’re home sick? That’s right, you game jam. That’s at least what I just did during my spurts of energy between the ever closing prospect of death as I have the flu.

I decided two make a small two button arcade controller and a game to utilize that controller. I came up with a two player one button game.

So each player have their own button that they are in charge over. But together they most get the ball to reach as far as possible and as quickly as possible. There are three lanes, if no player pressed there button or if both players do, the ball moves down the middle lane. If only the first player pressed her button the ball moves down the left lane and if only the second player presses the button the ball moves down the right lane.

The level was quickly created with the help with the ProBuilder Unity Asset that makes it easy to create al from basic to advanced shapes directly into the scene.

You can test the game online here.

Or download it for Windows here.

If you want to learn how to make that game and understands Swedish keep an eye out at Kodarapan where I post my Swedish tutorials.

 


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Feb 242017
 

Some weeks ago we got together with Red Line Games and felt inspired to learn more about game development for Virtual Reality but this time we wanted to work with the Unreal Engine. Guess what we did? That’s right, we sat down for a weekend jam.

After a short brainstorming session we decided upon the idea of the player standing on a few rooftops while fighting of hoards of enemies trying to knock down your buildings, one level at a time. For your aid you can not only jump freely on the rooftops to gry and get to the best vantage point but you also have an array of weapons like a crossbow, different types of boms and can pretty much throw any lose objects as weapons like throwing knives and boulders.

Now this video only exists on Facebook because of reasons but it creates the perfect opportunity to come  visit us or Red Line Games there, so enjoy.


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Feb 032017
 

Waves!

Yes, that was the theme of this years Global Game Jam. The fourth year we’re jammin’ as KJ Interactive and the third year we’re doing it over at LBS Stockholm.

This year however we could not manage our own site at LBS Stockholm as the GGJ organization did not allow minors, it’s unfortunate as we had a lot of very excited teenage students go from full on excitement to sadness. We of course could not let this stop us! The site might not have been officially participating but we were there in spirit. *heroic music plays *

Our programmer Krister, who also works at LBS Stockholm was responsible for the event at the school, and while Jona, our technical art director was full of energy Krister was coping with a severe cold and all of the responsibility of managing the event.

We decided to work with two of the students that is part of Red Line Games and we wanted to try out VR and HTC Vive, a risky move as it was new techknowledgey for us and as Krister was running around putting out fires until late at night the first day, the rest of the team started producing graphics.

Red Line Games doing some testing

Doing some testing

Early the next day we started seeing major issues, the tech did not work as expected and plenty of hours later we had to come to the conclusion that we needed to scale it down, not wasting any time we rushed to have something done until the deadline. A day later and no sleep we just managed to have something we could stand by and we do believe that after all our troubles we came out with something of value as the others really enjoyed playing it.


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