My game Grimind is now in beta stage and it’s available to all people who did preorder. Of course you can still do preorder and get instant access to beta version on the official website www.grimind.com On this occasion I created new scary teaser trailer (watch in HD):
Finally Grimind development comes to the end. I finished all 15 chapters added 15 secret places (each level consist one). Finding all secrets unlocks alternate way to end the game 🙂 This could be also great option to integrate steam achievements if the game gets into Steam (I really want that!)
I also went to Fastspring as payment processor. I’m very satisfied with their features like instant download after payment, accepting credit cards, free payouts, custom outlook of store etc.
Long time since last post. Here are the Grimind news:
I have 12 levels done. There is only 3 more to make. That means I need 3 weeks to complete whole game ( 1 lvl = one week rule) . But unfortunately I need to do some beta tests after that to check if everything works. So, game will be completely ready and polished approximately in the middle of December.
You can download Grimind demo for PC (possible Mac, Linux bit later) from official website:
And the first gameplay trailer is ready, after some troubles with uploading on youtube
Basicly, I spend whole day on struggling with youtube video quality. Every time I uploaded my trailer to youtube, there were unacceptable glitches in the video. Of course on my computer the video looks fine, there was only problem when I uploaded it to youtube. I tried sending different extensions ( .wmv , .mp4 ) , with different frame-rates, bitrates and resolutions – they were ALL corrupted! Finally after some research, I found the solution. The problem was not in my output video but with process of sending it. I have quite poor internet connection and while uploading video some packets were lost.
This is the link witch I used for uploading videos with glitches:
My friend Młoteczka created for me player graphics which in my humble opinion is awesome! I really like it. So forget about little green mint, now there is great, mysterious and mature green character that perfectly fits into game world. Thank you Młoteczka for that. Check out the art bellow( it is print-screened from game ) and compare with the old one.
And what about game?
Development, Development, Development.
I have full hands of work with Grimind. But hopefully there is progress, I planned everything carefully and I really believe that I will finish the game before next year. For now I have done 5 levels, not much you say? Yeah, maybe… but I really want to polish every detail in game, that’s stronger than me. And I am not talking here about polishing only graphics but especially game play. Every level has his own story, non-repeating game mechanics and puzzles . Now I think about some speeding up work and I came up with new system. I decided to create one level every week, so:
1 level = 1 week
15 levels(planned) – 5 levels(done) = 10 weeks + C
C = constant of delay
Except the game, I plan to create first game trailer soon
My friend Marcin Dragan updated logo for me, previous one (letter “M”) was too similar to monster energy drink (link lol). Actual one is perfect for me, thank you Marcin. And it’s final logo ( I don’t care about similarity anymore)
Also the game itself got update. Version 0.3 contains the same level as before. But there are few changes, mostly added because of your feedback(thanks a lot):
added possibility to pause game, return to menu etc.
now player can die/drown if he’s too long under water
reduced heaviness of the player, so he’s now easier to control
when player stays too long in shadows or dark area, then he starts to be scared. You can feel his heartbeat and disturbed breathing
Yeah, as you noticed above GRIMIND now has it own logo which is designed and drawn by my friend Marcin Dragan. thank you Marcin, I like it very much. It fits well into game theme =dark | scary | horror like.
Since the last post ie. form GRIMIND alpha release, I got huge feedback from people. Not only from my close friends and academic community, but also from people I don’t know personally. That’s good, I like it. The most noteworthy is the video created by the user Pandara from tigsource.com. He’s hardcore tester, I really enjoyed watching his video review. Generally, many people gave me lots of helpful tips (I am waiting for more) that will take into account when creating the next levels of GRIMIND. Here is the Pandara’s play-test:
First. The game wasn’t running at all on some computers that have had graphics card with OpenGL support less than version 2.0. This was a failing from my side because I forgot to delete some lines from source code which I put some time ago when I was playing with GLSL shaders. Only OpenGL 2.0 and higher supports basic GLSL
Second bug was not my fault. Some group of people which uses Windows 7 was saying that game has a bug and crashes when they change something in game menu or at the beginning of play. On the other hand there was group of people who have no error occurred (naturally also Windows 7 users). To solve problem and force game to run correctly they have to set program compatibility with Windows XP service pack 3 (operating system which I’m developing on) or run it with administrator rights. I was very confused about this. How is that? some people have bug, some not, and operating system is the same. Cause of the problem was Windows 7 itself and its data protection. I read that Windows 7 doesn’t allow to modify files on partition where operating system is located ( most cases “c:” drive). So now I know, that the people who said that game is broken have installed it on drive “C”. Finally, I solved this issue by forcing application to be run with administrator rights. Fortunately, Visual Studio has such possibility included, and enabling this feature is pretty simple:
Project Properties -> Configuration Properties -> Linker -> Manifest File -> set UAC Execution Level to requireAdministrator
That’s all, now after building project our executable file will by always forced to run as administrator
To sum up, the new version contains following changes:
now game runs with OpenGL support less than version 2.0
solved issues with runtime errors on win7
removed light border on screens that have display ratio different than 16:10
simplified game part when the “…” – that was actually to hard as for first level 🙂
game resolution can be changed without game restart
If you have runtime crashes then set compatibility with windows xp (service pack 3) changed to upgraded version, bug not exist
Two words about game and gameplay:
Game contains only first level / episode which is rather easy (i think). Gameplay is maximally linear, the puzzles are also not really complicated. Next chapters of game will give more freedom to player, also scenario will expose more details about player and his amnesia.
Actually tiny group of people have already played that game. I have noticed that most difficulty is to get used to player dynamics and his inertia. After about 5 minutes of playing you should start to feel player
You should really play in dark as welcome text suggests. This is because 2 reasons: first- game is more climatic, second- game is really dark, in some moments you wont be able to see your main character if your room in full of light
Level contains nearly 1 000 objects mostly rectangles, and about 20 hard coded scripts which are really comfortable to use
As I said before: this is teaser i have used only couple mechanics that are possible in current state of engine, there are many other things I want include in game.
I also love to see your feedback about the game, especially if it was fun to play? what you dislike? how long took you to pass level?
Finally, I started to develop game named “GRIMIND” – physics based platformer, more about game itself you can read on dedicated page. Since this time I am actually focused on building the game, so levels, scenario, puzzles, valid sounds. Previously I was mostly extending possibilities of my engine “Szamanegnine” and world editor, now these things are quite in working order and there is no more serious bugs (I hope).
During creation GRIMIND I spotted that this whole thing which is game design it’s not like programing which i was used to. Maybe this is quite obvious but for me It was new experience. Whole thing is based on tools and requires some fantasy in thinking (especially in designing puzzles). Now it’s time to think what playable value my engine has, what will gamers like to see. Turning engine features into game mechanics that’s the deal.
Currently I’m creating first level. So, stay tuned – playable early alpha demo of GRIMIND is coming!
It’s been long time since last post, but it wasn’t wasted (i hope so). I fixed a lot of bugs and made few changes that improves performance of engine. Most important upgrade applies to lighting – previously I was clearing screen alpha component for each visible light with glClear(…) then i noticed that this is the bottleneck of lighting system, now I’m just drawing quad with certain dimensions which set alpha to zero – this approach is faster. Additionally i restrict shadow drawing area to AABB of current light via glScissior(…) – this helps because shadows were projected to “infinity” (far away of light) what consumes a lot of fillrate.
OK that was not interesting part of work I have done. Let’s look closer on new features (yey) I added.The easiest to see and most complex is water. To really to talk about it, we must to split it into two planes:
– graphics part: which is responsible for general outlook of water so looking wavy and… splashes when something is getting into water or out of water. Splashes are made of particles of which I have mentioned some time ago. Simply – physics part of water reports when, where and how big splash (determined by velocity) should be shown. Splash also is modifying water surface to generate waves on water which are simulated by modified algorithm described in presentation Real Time Fluids in Games (link) by Matthias Müller which general rule goes like this:
u[N] – water surface peaks
v[N] – velocity of peaks
when splash occurs i simply add velocity to certain group of vertices, negative velocity when something falls into water, positive otherwise. – physics part – responsible for applying “fake” buoyancy force. Linear buoyancy itself isn’t hard – just add central force to body. The problem is with correct rotating body in water which is not so obvious. I was searching how to do that, i found that is implemented in bullet but it was not enough flexible and complicated (complicated = much lines of code = probably slow 🙂 ) I was looking for something lightweight. I also found that someone implemented buoyancy controller in box2d (see http://personal.boristhebrave.com/project/b2buoyancycontroller and flash demo) but this also was to heavy (computing centroid including rotations). So I came up with my own solution, very approximate btw. It’ based only on AABB of objects so it’s very quick. Most of physics engines uses AABB so i have more than half at the beginning. Next step is to try to minimize object AABB if it is floating on water by applying torque in specific direction. That’s all. As I said, it has nothing with real buoyancy but for my purposes it is enough (we all know game programing is art of cheating). Moreover I added new parameter for physics objects which decide if object would sink or float (x<1.f sink ; x>1.f float ; x=1.f stay).
I got some concepts for levels with water… and maybe You have ideas for some puzzles with such mechanics? (yes fluids can also kill like toxic water or immortal lava <pshhhh>).
On video you can see actual state of game / engine. I added some interesting items to this map like trampoline (on the left in beginning) but during video recording I forgot about jumping on it several times to show how it behaves. I collected also new nice textures and climatic ambient sounds that creates climatic scary atmosphere. Of course you should enable full screen for better look.