Archive for the ‘plans’ Category.

Baba Is You and the Independent Games Festival

Well would you look at that, Baba Is You was nominated finalist in 4 categories at the Independent Games Festival, the largest (?) indie game competition in the world. One of these is even the grand prize! Here’s the full list:

  • SEUMAS MCNALLY GRAND PRIZE
  • EXCELLENCE IN DESIGN
  • NUOVO AWARD (Basically the “innovative experimental stuff” award)
  • BEST STUDENT GAME (I’m still a student at the University of Helsinki, mind you!)

So yeah, this is very exciting news for me! Can’t wait to get this game actually done!!!

In related news, I’ll be traveling to the Game Developers’ Conference in March, partially to finally attend this magical event I’ve been hearing so much about, but also partially because I felt that Baba had garnered enough semi-spontaneous interest that it’d be a good idea to show it off in a larger event. Being a finalist in a bunch of categories is a really good additional reason to go, so I guess I’m happy I am doing just that?

Ramble ramble

…back to work.

Weekly progress post #92: The Big Day… and maps

Alright! Obviously the announcement of Baba was the BIG THING today, but as it turns out I also had the opportunity to stream a bit. Working out how I want the map system to work & accounting for various oddities the users might end up doing with the level editor is fairly tedious but I think I got a good chunk of that handled today. Getting this whole part of Baba’s development behind me is going to be great, although I’m already feeling that the current system is too hacky/rigid so some refactoring might need to take place between now and the game’s eventual release. Eugh. Still, progress!!

People were wondering when I’d return to ESA 2, and while I’m pretty happy to be able to say that it’s officially on a hiatus (mainly in order to avoid extra stress from having to worry about keeping it worked on while concentrating so heavily on Baba) I want not to disappoint those who originally got interested in my works via ESA. So I think I’ll stream some ESA2 dev sometime soon, even if the actual hiatus won’t end until next March or so. Sorry. At least people have seemed understanding, which is very kind & nice.

Baba Is You’s trailer!!

Woop! It’s here! I’ve now decided that Baba Is You will be released in Summer, 2018, and the game also has an official website and Steam page now; go wishlist it, you!!

Website: http://www.hempuli.com/Baba/
Steam page: http://store.steampowered.com/app/736260/Baba_Is_You/
Press kit: http://www.hempuli.com/press/sheet.php?p=Baba_Is_You

Weekly progress post #89: Slog

Today’s stream was spent mostly on updating Baba’s levels into a new format; I had changed the positions of the various objects in the editor’s “reference map”, so to say, so all the levels were just randomish garbage. I had planned to re-do all the levels by hand but talking about it aloud on-stream made me realize that coding a conversion tool would probably be easier. And so it was! Converting all the levels + adding their names back still took a lot of time, phew. I also started implementing the game’s map again; I’m still missing some features to make the map to my liking so for now I’ll just recreate the old map in order to make sure that I have a fully working version of the game handy when needed. I’d say I need one more stream to be at the point where I have the game fully working again, with some jank here and there. After that it’s just a matter of adding the new map features in order to make the whole system work in the way I want.

In other news, I’ve been super into markov chains again and recently revisited my old generator, this time redoing it from scratch with the generation now being done a letter-by-letter level instead of word-by-word. The results are really promising and I’ve had fun generating texts from a public domain cookbook & the script of The Two Towers:

In fact, this stuff has been so much fun that I finally started a twitter account that I can use to share generated texts I find amusing. It’s called @chaingenerator.

Weekly progress post #84: Movement update

I had noticed some cornercases/inconsistencies in Baba that turned out to be very much nontrivial to fix, so after some failed attempts I decided to change the way movement works so that instead of moving things having an arbitrary order in which they move, their movements are logged and then made happen simultaneously. I’m slightly worried about new cornercases, but this way of doing things is probably the most sensical one. Next up will be finally redoing the game’s map systen; currently there’s a separate map editor but I want to be able to implement ‘layers’ of maps (i.e. sub-maps and so on) and there’s no real reason why the map editor couldn’t be integrated to the level editor apart from the levels needing some more variables stored.

The image above was just something I found from the on-stream to-do lists from April. Heh, farts.

Weekly progress post #75: A bit of everything

I actually managed to work on both Baba and ESA2 on today’s stream. In Baba, I implemented some map-related things to make it more polished. I also started working on a fairly cool special effect but ended up giving up on that because it would’ve required me to rework some very base-level code and would also have caused some entirely new graphical issues to solve.

In ESA 2, I implemented the intro for a new (old) boss. Said boss still needs a bunch of graphical work but I have the general idea of the fight in my head so getting to implementing the actual fight should be fairly smooth.

I also dabbled a bit with my chess pathfinder and fixed a bug in how bishops behave if they’re looking for a path to a square that they can’t actually land on.

I’m currently in a state of mind where I have a whole bunch of projects I’d like to dabble with but kinda know that I wouldn’t have the motivation to actually work on them. I think I’ll do a little classic roguelike project at some point but maybe it’d be for the best not to do even that.

EDIT: Oh yeah, I think I skipped a stream & a weekly update due to Ludum Dare last week! I’ll keep that in mind. I’ll make a post about the Dare when I remember and have the energy.

Weekly progress post #68: Make

Today’s stream concentrated once again mostly on Baba Is You; a new word was added along with 3 new levels using said word, some colours were changed and I added more proper names for some levels. I ended up not naming all the levels on-stream since that would have spoiled them to some extent (although I’m not sure if anyone’s interested enough to check them out in more detail). I also added a new tutorial level + restructured the level map slightly.

In ESA 2 I added a little shortcut and a cutscene to go with it – there’s a lot of polish I’ve been thinking of, but I haven’t quite reached the level of motivation needed to pull off most of that. Nevertheless, this little addition was still better than nothing!!!

Baba Is You will probably need another art pass before being finished, but there’s only a little bit of stuff to add before I’m happy enough with it to let some testers have a go at the game. It’d be nice to be able to enter a stage where I’m not adding more content but polishing the existing stuff & adding quality-of-life things such as menus and whatnot sometime soon.

Weekly progress post #64: On

In today’s stream things kept trucking forward; I polished a larger room I had started last time in ESA 2, added some new decorative tiles to the final area and implemented an elevator and some mildly story-related stuff that goes with said elevator. The final area still feels pretty empty and uninteresting and I should probably sit down and make some notes on how to make it feel more consistent and flow better, but the new tiles already helped a bunch. The area definitely needs more in terms of large, imposing enemies and interesting structures, it’s supposed to be (kinda) the final area, after all!

In Baba I fixed bugs related to a new word and tried to implement a puzzle around said word although that didn’t go too well. There was some neat discussion and suggestions (mainly by Mokesmoe, thanks!) and working on Baba on-stream felt really nice as a result. I’ll have to start thinking of the game’s level structure soon because I’m already sitting on a whole bunch of levels and have some hopefully interesting ideas on how the progression of the game would go. The graphical design is still an issue although I have some concepts in my head that might work.

Weekly progress post #63: Back to ESA 2, sort of

Today I actually managed to concentrate on ESA 2 again, kinda! 2 new enemies and 2 new rooms were added, although the latter of the two enemies will definitely require some more work. The final area is extremely bare-bones -looking, but the contents are kinda starting to get there. I really want to figure out some puzzles to put there, though; it feels like ESA 2 has been sliding to the same pattern as ESA 1 in that it’s so much easier/faster to design platforming challenges & fights that puzzles become pretty much nonexistent. I’ve written a list of potential puzzle ideas but I keep forgetting to look at it + several of those ideas are still at least partially platforming-driven.

Baba also got worked on because I really just can’t keep my hands off that project; I’m getting closer to 50 finished levels and I have ideas for more! I’ll just have to figure out where to take the game graphically and what I want to do with the general “style” of the game. What I have now is pretty nice in my opinion, but I feel that the game could really benefit from a more carefully-crafted visual/auditive design. We’ll see!! The game’s logic is also starting to get to pretty confusing levels due to the new words I’ve added, but hopefully that’ll be mostly a thing that allows for interesting puzzles rather than a problem to fix.

Weekly progress post #62: Baba takes the show

Lately I’ve been, unsurprisingly, really into working on Baba Is You, to the detriment of the progress on Snake Game and ESA 2. Today’s stream started with a new trap and a new type of moving platform being added to ESA along with a new room that showcases both, but soon afterwards I moved to Baba territory. Due to moving more things to lua lately Baba was in a somewhat buggy/crashy state but some really neat suggestions were thrown about and a bunch of bugs were fixed and features implemented, so that’s nice! I spent a bunch of time afterwards fixing said buggy/crashy behaviour in Baba, and apart from a couple more hairy issues things are looking pretty good! I’ll still have to figure out how exactly I’ll want to approach a “full” version of Baba, though.