Movement in-depth

Update from the Kickstarter: I know it's only been 24 hours since the last update, but Lemma is now over 61% of the way to the top 100 games on Greenlight with well over 4,500 yes votes. Thank you all for being a part of this project!

I realized that the 30 seconds of gameplay from the Kickstarter trailer is not enough to really see what's going on, so here's a more in-depth video explanation of the movement in Lemma. Skip to 2:15 to see an explanation of the magical wall-creating, environment-modifying bits.

Looking forward

From the Kickstarter, a quick status update before I talk more about Lemma:

  • At the current rate, we are just minutes away from 4,200 yes votes on Greenlight! 56% of the way to the top 100.
  • A big thank you to our new backers! There are now 174 of you lovely people (wow) and we're over 32% funded.
  • Rock Paper Shotgun covered Lemma yesterday! And with that headline, we've added Bastion to the incredibly long and disparate list of games it's been compared to.
  • Kill Streak Media posted a fairly in-depth interview.
  • Death By Beta also ran a nice little article.
  • In case you missed Caitlin Clark's comment earlier, Lemma was her top pick for Kickstarter games that are "Worth the Wait", along with several other promising-looking games!
  • Another great "let's play" video from YouTuber Shake4ndbake.

Okay, let's talk about future plans!

Greenlight update + streaming tomorrow

Hello!

First: I wanted to thank everyone for the amazing support you've shown so far. We're already over 24% funded, which is more than I was expecting this early, so thank you!

Second: A quick update on the Greenlight campaign. We are 26% of the way to the top 100, with 1,918 "yes" votes! Keep on voting, we'll be on Steam in no time.

Third: If you wanted to see more gameplay from Lemma but didn't have time to check out the demo, several YouTubers have posted "let's play" videos of the demo. Draegast has a good one right here.

Lemma: first-person parkour demo

After an unexpected 24 hour delay, the demo is finally out, and the Kickstarter is live! I'm running on 3 hours of sleep, but here's some things you might not have seen since the last release:

The bouncy cubes are now more like crumbly cubes. They crumble when you touch them.

Screenshot Saturday 162

The Kickstarter for Lemma launches on Monday! Keep an eye out, and tell your friends!

Prepare yourself for tons of giant GIFs. You can click each one to watch a much faster HTML5 version (can't wait until the internet ecosystem finally lets us embed HTML5 gifs...)

This week I revamped the materials... again. Check it out:

It had some interesting implications for the "snake" enemy:

Screenshot Saturday 161

This week I finished what will probably be the last map in the Kickstarter demo. It teaches the player about the "extended wall-run" ability, demonstrated here:

Normally, you hold Shift to wall-run. Now you can just keep holding Shift after you run out of wall, and you'll keep going.

I also fixed the water bugs from last week, so it looks much better now:

I've been worried that I don't have time in the demo to introduce every idea I have at a reasonable pace, so I'm thinking of including a "sandbox" map that just enables every ability and throws every idea at the player and lets them play around.

Screenshot Saturday 160

This week I finally fixed my water code to allow finite bodies of water like this:

(It's so dark because I still have a pesky rendering bug)

I also realized I accidentally had pre-multiplied alpha turned on for my cloud texture. Here's what it looks like when you use pre-multiplied alpha incorrectly:

And here it is fixed (I also made the clouds fade in over distant objects):

Screenshot Saturday 159

This week I overhauled the menu. It's very Valve-ish now:

I also distributed a number of mysterious notes around the levels to help flesh out the back story. They're actual 3D objects rendered and lit in the game world.

WHAT COULD IT MEAN? THIS REVELATORY NOTE HAS ADDED HEFTY NUANCE TO THE PLOT AND SIGNIFICANTLY INCREASED MY IMMERSION IN THE STORY.

Other than that, just lots of level design iteration, scripting, and tweaking.

The Poor Man's Gameplay Analytics

You don't want to take time away from your awesome game to write boring analytics code. So you either call up some friends, hire playtesters, integrate some 3rd party SDK (ugh), or just do without.

WRONG. You roll your own solution. Here's why.

Why you don't do without

The OODA loop models the way human individuals and groups operate. It goes like this:

  • Observe the situation
  • Orient your observations in the context of goals, past experience, etc.
  • Decide what to do
  • Act on your decision
  • Repeat!

After the initial act of creation, game developers operate under the same principle. You play the game and observe it, orient that data in the context of your goals, decide what to do, open your IDE, and put your plan in action. Rinse and repeat.

All Ahead Full

Progress report. Sir, we have inbound screenshots from the first two weeks of full-time development. Bearing zero nine five, range three hundred. Prepare countermeasures.

I added motion blur around the screen edges when the player is at their maximum speed:

The phone has returned, but now it's in full 3D glory:

Some parts of the levels now build up dynamically when the player reaches them.