#WeeklyGameMusic: Turn Back (The Beginner’s Guide)


Note: this week’s #WeeklyGameMusic is a pretty big spoiler for the indie walking simulator, The Beginner’s Guide. This blog post itself will keep spoilers to a minimum, but if you want to listen to the track, proceed with caution. Besides, the game’s brilliant, so take this as an incentive to play it soon!

Turn Back, written and performed by Halina Heron, puts a neat bow to the deep story one walks through in The Beginner’s Guide. Everything Unlimited Ltd.’s follow-up to The Stanley Parable takes an unexpected direction: where as Stanley sets up a meta narrative commentary about games, The Beginner’s Guide is a commentary with no fourth wall to begin with. It’s a bold decision from the developers with a huge pay-off at the very end; an experience you don’t want to miss!

(Before getting into the game itself, I had trouble adding the rest of credits for this track anywhere else, so here it is: Turn Back is published by Ryan Roth, and its lyrics were written from both Halina and Davey Wreden himself.)

The Beginner’s Guide is a game where its gameplay is extremely easy to describe, but its narrative is much more complex than it first appears. It’s a classic, hour-long walking simulator where one explores the world through typical first-person controls. And indeed, the first level is a lightly edited copy of a map from Counter-Strike, as famed indie game developer and narrator of this game, Davey Wreden describes its history. According to Mr. Wreden, this remixed level is created by another experimental developer, Coda, and encourages the player to explore other games Coda has made. Aaand that’s about as far as I’m willing to introduce about the story.

The Beginner’s Guide is available on Steam for Windows, Mac, and Linux.

Leave a Comment on #WeeklyGameMusic: Turn Back (The Beginner’s Guide) | Categories: #WeeklyGameMusic

#WeeklyGameMusic: Song of the Ancients ~ Fate (NieR)


In celebration of the upcoming NieR remake coming up…albeit, the Japan-only version instead of the better-liked Western one, this week’s #WeeklyGameMusic celebrates the game’s most memorable boss battle theme, the Song of the Ancients, Fate variation (this game also features an adoptive soundtrack). Composed by Keiichi Okabe, Kakeru Ishihama, Keigo Hoashi, and Takafumi Nishimura, this track from now-defunct Cavia classic fits well with the tragic undertone behind this Drakengard spin-off series.

In a future only a couple decades from now, Japan is totaled by the constant snow, lasting well past the summer. In addition to the uncomfortably consistent weather, humans has been haunted by a growing and deadly population of ethereal creatures, shades. In this mess, begins the survivalist journey between a man and his daughter…or brother and sister, depending on which version you’re playing (Gestalt and Replicant respectively). Unfortunately for our hero, the daughter seems to be suffering an incurable disease.

Oh, wait, nevermind: the actual game takes place a full millennium past modern times. And, uh, apparently magic exists? Huh, that’s weir-*shuffles notes*…no, the plots still the same. Our hero, Nier is still trying to keep his sickly daughter/sister, Yonah, alive. Shades still haunts the town Nier lives in. The world is in a constant state of decline. So, uh, how did they survive for so long? Are they amnesic? Why are we suddenly in a fantasy town setting? This…this is still Japan, right? And why is the opening dialogue filled near-back-to-back with slurs?

NieR is an action JRPG renowned for its innovative narrative techniques. At first blush, the game appears like a simple hack-and-slash. Those who’ve played the highly acclaimed NieR: Automata knows, however, the game rapidly changes gameplay, with an eccentric set of party members following along your bizarre adventure. In addition, the series’ trademark multiple endings, each providing a new perspective in the main story, is here as well. Much like how the gameplay changes perspective frequently, so to will the player’s understanding of the overall plot.

NieR was originally released in the US on the Xbox 360 exclusively. It’s remake, NieR Replicant ver.1.22474487139… will be released soon for Windows, PlayStation 4, and Xbox One.

Leave a Comment on #WeeklyGameMusic: Song of the Ancients ~ Fate (NieR) | Categories: #WeeklyGameMusic

#WeeklyGameMusic: Blue Chair (Cloudberry Kingdom)


Let’s get those blood pumping with this week’s #WeeklyGameMusic! Blue Chair, composed by Blind Digital, is one of the many fantastic themes composed for Pwnee Studios’ procedurally generated platformer game, Cloudberry Kingdom. The indie game’s extraordinary algorithm can generate both reasonable Super Mario-like stages, and Kaizo-level, controller-breaking ridiculousness.

Oh no! The evil king, Kobbler, has kidnapped the fair (…and sarcastic) Princess! And to add to the insult, he stole the infinite level generator orb as well! It’s up to a brave…tired…middle-aged hero named Bob to save her.

You know…

That same, bland, sexist plot again.

Obviously poking fun at the usual paper-thin Super Mario plot, Cloudberry Kingdom plays like the Nintendo classic, but with more focus on flow rather than precision. The platformer’s algorithm always calculates at least one plausible path, meaning a lot of the levels are generated with constant movement in mind. To further add variation to the play, the game provides many different control variations, including inclusion of double-jump, jetpacks, Sonic-like momentum-based movement, no-gravity, always-bouncing, etc.

Another innovation the game provides is actually having a demo-mode where an AI demonstrates how to complete a level. This is particularly impressive when one drastically ramps up the complexity of the game to generate levels that are absurdly difficult. One would think like Nintendo’s assist mode, this would help the player to understand the level better, but…

Cloudberry Kingdom is available on Windows via Steam, PlayStation 3, Xbox 360, and the Wii U

Leave a Comment on #WeeklyGameMusic: Blue Chair (Cloudberry Kingdom) | Categories: #WeeklyGameMusic

#WeeklyGameMusic: Always Been, But Never Dreamed (Tetris® Effect)


This week’s #WeeklyGameMusic is a start of a spiritual journey. This transforming song, Always Been, But Never Dreamed — composed by Noboru Mutoh and Yukitoshi Kihana, and sung by Kate Brady — marks the end of the incredible experience, Tetris® Effect, developed by Enhance Games, Monstars, and Resonair. Besides, it’s Tetris®; what could you be afraid of?

Much like prior Tetris® entries, Tetris® Effect is a block-based puzzle game where the player rotating and dropping Tetrominos — shapes consisting of 4 squares — into a grid in hopes of creating a horizontal line of blocks. The biggest twist this entry introduces…is the virtual reality experience. Co-produced by Tetsuya Mizuguchi of Rez and Lumines fame, and designed for Playstation VR, Tetris® Effect has Tetsuya’s patented visual-auditory experience. Just imagine being surrounded by a colorful, zen environment where every detail in the game reacts to the slightest change the player makes. The video above merely provides a preview, an emulation of how the track might be presented to the player; but it’ll likely change based on how they actually play.

Other inspirational features this entry adds includes actual levels, speed progression that more closely follows a narrative arc — e.g. speed increases in the rising action stages, then provides a breather in the falling actions — and the Zone mode, where the player can “stop time” to create as many lines as they can. Once the Zone expires within a certain time limit, all the lines are accumulated and scored as if the player created it all in one block drop.

Tetris® Effect is available on the Playstation 4 and PC via Epic Games Store. It’s compatible with PS VR, Oculus Rift, and HTC Vive.

Leave a Comment on #WeeklyGameMusic: Always Been, But Never Dreamed (Tetris® Effect) | Categories: #WeeklyGameMusic

New Open-Source Unity Packages: Multiplatform Build Settings and More!


A while back, I mentioned in a tutorial that I started splitting up a large Unity project into small Unity packages. I’ve made a significant amount of progress since then, and would love to share the results so far. Note that the majority of these packages are marked preview in case I make changes as I continue working on putting together more tools.

Multiplatform Build Settings

In my opinion, this is probably one of the biggest tool amongst those listed below. Multiplatform Build Settings is an asset and a tool where one can setup build settings for each platform, then by clicking one button, build a Unity game to all of them. Makes building projects a lot quicker and more convenient, especially within that Ludum Dare submission hour!

Also integrates with Web Security package, listed below.

Embed WebGL Template

Many have likely noticed this, but Unity’s WebGL builds aren’t well-made for embedding in web portals like Itch.io, GameJolt, etc. Both the default and minimal settings for WebGL build templates still has borders seeping into the iframe. To fix this, the Embed WebGL Template is an importable set of assets that neatly fits within the iframe the WebGL build is embedded in. The game will even change resolution to fit the screen if through the web portal’s options, the player chooses to full-screen the game. In addition, the template also displays a number indicating how much progress the initial loading process is taking.

Web Security

A common problem when uploading WebGL builds to web portals is that it’s very easy for a nefarious web user to download the source of the build, then re-upload it to another website for profit. The WebLocationChecker script, bundled in the Web Security package, resolves this issue. by retrieving the domain the WebGL build is running on, and matching it to a list of expected domain names. While the script leaves it to the developer on what they want to do if the script indicate the web domain isn’t valid, one built-in option is to automatically redirect the web user to a different website, provided the web portal gives the build permission to do so. For C# developers, this script should be very easy to use: it only takes a few lines to get started.

Cryptography

Last but not least is the Cryptography package, which as its name implies, has a series of tools for encrypting and decrypting data. The highlight is StringCryptographer, an easy-to-use asset that can be used to encrypt and decrypt strings.

Final Notes

There are some other packages I have released, but most of them are libraries intended to support all the packages above. These include:

  • Common – Base library for nearly everything I work on.
  • Web – Base library for web-related packages.
  • Global – Library for scripts with expanded scopes.

I’m slowly working on documenting and unit testing these libraries, but expanding the current tool sets and adding new features are my focus right now.

Leave a Comment on New Open-Source Unity Packages: Multiplatform Build Settings and More! | Categories: Uncategorized

#WeeklyGameMusic: AIN’T NOTHIN’ LIKE A FUNKY BEAT (Lethal League Blaze)


Need a little more funk this week? We’ve got you covered! This week’s #WeeklyGameMusic is from Team Reptile’s Lethal League Blaze. The highlight? AIN’T NOTHIN’ LIKE A FUNKY BEAT, composed by Hideki Naganuma, of Jet Set Radio fame. Definitely keep those ears peeled, because the moment you blink, you’l-

Lethal League Blaze is a fast-paced, innovative fighting game that’s shockingly easy-to-learn (even simpler than Super Smash Bros.!), yet hard to master. First, the iconic weapons each selectable cast member wields cannot be used to hit the other opponents directly. Instead, the objective is to hit a PONG-like anti-gravity ball into three (or less) other players like a baseball. Players who gets hit will lose health: when it reaches zero, it’s game-over.

But wait, there’s more! The move-set all characters share — strike, bunt, and throw — effectively acts as rock, paper, and scissors: useful for catching your opponents off-guard. Furthermore, each time the ball gets hit, it’s velocity increases. Meaning as time marches on, the ball will get faster, and the matches become less predictable. Lastly, every character has their own special, which spices up the way they hit the ball in unexpected ways. Utilizing all these tools effectively should help you overwhelm your opponents!

Lethal League Blaze is available on PC, Mac, and Linux via Steam. It’s also available for download and purchase on Playstation 4, Xbox One, and Nintendo Switch. Finally, the game has quite a following, including competitive tourneys. For more info, I highly recommend checking out Akshon Esports’s primer on it.

Leave a Comment on #WeeklyGameMusic: AIN’T NOTHIN’ LIKE A FUNKY BEAT (Lethal League Blaze) | Categories: #WeeklyGameMusic