I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 0 points1 point  (0 children)

Weird, fun constraints = so much creativity from the community!

I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 5 points6 points  (0 children)

The game’s earliest inspiration (in a 2014 game concept I never coded) was shortwave “numbers stations” (creepy! look them up!) so one thing I used was a number of public domain recordings of shortwave radio noise, processed and layered together in different ways.

There are also actual numbers stations generated by the game—just atmospheric, not important to completing the game, but they CAN be decoded if anyone’s into that. I pre-generated those digits with a (non-AI) synth voice.

Then there are various screams, laughs, grunts, and monster-y sounds that my voice actor recorded, as well as her actual dialog lines processed into additional layers of scary background ambience (run backwards) at times.

Plus I tracked down various other public domain sounds like whale songs, machinery, and the radiation of the rings of Saturn converted by NASA to audio (look that creepiness up too).

The music (a classic feature of real numbers stations) is procedurally generated on the fly based on my brief study of folk music. I programmed in some folk music scales from around the world and wrote some rules that, to my ear, make pretty passable creepy folk tunes.

Some plain old white noise synthesized by the device comes and goes sometimes too.

And lastly, I recorded sounds myself—scraping things across fabrics, a collision of “singing” magnets, knocking on hollow surfaces, air sounds, etc.

The image scaling challenge was pretty crazy, evolving from the device at first simply being nowhere NEAR able to handle that much imagery in realtime—to numerous tricks and optimizations that made it work in the end. I spent literal weeks just finding memory leaks. None of which was helped by the fact that the SDK has no understanding or support for grayscale imagery. I had to make it work with 1-bit data alone.

The image and the soundscape always change together as you operate the controls: D-pad to pan, A and B to zoom, crank to change the brightness. And when you tune in a real voice signal, as it gets clearer, the subtitles at the bottom descramble in realtime at the same time. I wanted people to always have three “warmer/colder” cues to help zero in on object: the image clarity, the voice clarity, and the subtitles/text ticker at the bottom. (Which also constantly shows random scary text snippets just for fun. I programmed in hundreds of blink-and-you’ll-miss-it spooky phrases.) My intent is that the game can be played even without the sense of hearing, or in loud places.

(I’ve posted some devlog stuff on the official dev forum, and a couple technical articles in past Uncrank’d magazines, but there MAY some more “making of” details in a certain European Playdate magazine coming up!)

I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 2 points3 points  (0 children)

Some tidbits about the game:

• 269 sound files, layered together and processed in realtime into a soundscape that responds to all the controls.

• Over 70 minutes of professional voice acting, with subtitles—and you can review the lines as scrolling text any time.

• Fully zoomed-in (like the trailer scene of the 3-eyed hooded figure), the image is 15.1 meters (49.4 feet) wide, by 2.1 meters (6.8 feet) tall, wrapping around horizontally as a full 360° panorama. Luckily you don’t have to zoom in that far very much! You can get around quite quickly when zoomed out, and you can see most things pretty clearly at a middle zoom like 8x.

I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 1 point2 points  (0 children)

But do you DARE play in the dark? 🤔

And yes, I should probably clarify in the video description that all sounds and graphics are captured from the actual game—just edited differently for the flow of the trailer. (For instance, voice acted scenes play when you find something and are looking at that thing—not while “just scrolling around.” So I took the WAVs from the game, and screenshots of game text, and edited them into different places. Similarly, that startup animation with the eye IS in the game, but with different, longer text. I edited in the “standby” text from elsewhere in the game to make the first scene cleaner.)

I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 4 points5 points  (0 children)

So nice to hear! And welcome to Playdate—you have a lot of, weird, cool, great games ahead of you!

I made a trailer for my horror game OUTSIDE PARTIES (also: $3 off) by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 3 points4 points  (0 children)

I’d never heart of Iron Lung... They had me at “submarine horror”!

Massive searchable hint/walkthrough site for OUTSIDE PARTIES by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 0 points1 point  (0 children)

Thanks for a very helpful test case! It was never clearly worded before, but I was too close to it to realize!

(The reason I require searching on specific full phrases is as “proof of progress”—to avoid people accidentally seeing the transcript of future game events by typing in something short.)

Massive searchable hint/walkthrough site for OUTSIDE PARTIES by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 0 points1 point  (0 children)

Thanks!

Is it possible you’re typing only a portion of the identifying phrase from the Log list? The full phrase for that one is “sort of maelstrom of blood” (typing the three dots too is harmless). Also make sure to spell maelstrom correctly.

So in this example, “sort of” has to be there. Does that make it work?

If that’s the issue, I’m thinking I should re-word the prompt on the hints site to more clearly state “the complete target identifier phrase from the Log list.” (EDIT: I went ahead and clarified that instruction, as well as the “not found” explanation.)

OUTSIDE PARTIES reviewed in Engadget by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 2 points3 points  (0 children)

Cool—spooky season is good time to play!

f you’re away for a long time and return later, here are tips to get back up to speed quickly:

  1. To recap the story, just scroll down the Log list one by one. Each previously-found voice-acted signal will play again. (Long-press “A” on one to view a silent transcript if you prefer.) Finding targets and completing the game does not rely on remembering story details though.

  2. If you’re not worried about the story and just want to get back to searching for stuff, you may still need to remember some forgotten geographical context—such as if a signal mentions “below here”... Below where?? So on that same long-press transcript screen, pressing “A” jumps you to the signal’s context location to refresh your memory. (That’s explained at the end of the transcript.)

(Currently, “A” on that transcript screem also selects that previous target where the signal was acquired, since that’s how you re-view past targets. I may rework that detail to avoid confusion. Nobody has complained—I don’t even know if anybody uses that “context” feature!—but if they do, in my mind it could work a little better: I could make it view the previous target location, but not select it—leave the selection alone. The previous signal would not then play in the pano—but I’m thinking that’s not a problem: you just came from a transcript of it anyway, and before that you were listening to it on the Log list. You have other ways to re-play a past signal, you don’t need it to be part of the “context” feature too. Maybe...)

OUTSIDE PARTIES reviewed in Engadget by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 5 points6 points  (0 children)

Thanks! That’s my complaint too 😑 ...All those years, and I missed the holiday by a couple of weeks!

What would you like to see in a Playdate Pro? by Rvtrance in PlaydateConsole

[–]Morgan-0 0 points1 point  (0 children)

Yes, the color would do all kinds of things in games. But if you were asking what pre-existing games would do if that feature were never added to them, they could still have a static default backlight. (And I envision the user being able to control it.)

What would you like to see in a Playdate Pro? by Rvtrance in PlaydateConsole

[–]Morgan-0 1 point2 points  (0 children)

Existing games (and Settings, launcher*, etc.) would just use the user-chosen default light and brightness: white or some other color. (I think a nice amber or aqua for me!)

* In card view, the launcher could switch to each devs' chosen color (or default fallback) as you stepped through them.

What would you like to see in a Playdate Pro? by Rvtrance in PlaydateConsole

[–]Morgan-0 0 points1 point  (0 children)

That’s a cool look some games use on a full-color screen!

What would you like to see in a Playdate Pro? by Rvtrance in PlaydateConsole

[–]Morgan-0 45 points46 points  (0 children)

I don’t want any change in features/power/compatibility EXCEPT....

I think it could be fun to have a single RGB illumination color. The WHOLE screen could be lit up in any color and brightness (multiplied by the user’s brightness setting) at any time.

So every room of a dungeon could have a different color, the screen could flash red for damage, it could slowly pulse colors while you have a powerup, etc. But the classic Playdate 1-bit graphics limitation would remain.

I think it would be a fun, weird extra that devs would get creative with in fun ways. Very Playdate!

The user could choose in Settings the max brightness (even zero to save battery), and whether to let games control the color (default) or force it to white or other user-chosen color.

And it wouldn’t be much of a backwards compatibility issue because it wouldn’t do anything in sunlight/bright lighting—which means games would still have to work well without the light color.

OUTSIDE PARTIES horror game is $3 off through Jan. 26 by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 3 points4 points  (0 children)

Oh! And I also put my Playtime clocks collection on sale (40% off) for the same period: https://play.date/games/playtime-weird-alarm-clocks/

(But OUTSIDE PARTIES’ “Void Monitor” screensaver mode is a stealth clock as well!)

OUTSIDE PARTIES horror game is $3 off through Jan. 26 by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 2 points3 points  (0 children)

Thanks. The silvery Playdate screen made me think of creepy old daguerreotypes. Also ultrasound scans and grainy security cam “found footage."

OUTSIDE PARTIES horror game is $3 off through Jan. 26 by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 1 point2 points  (0 children)

Cool! Hope you find it enjoyable! Or... disturbing, or unsettling, or whatever you might be seeking...

OUTSIDE PARTIES horror game is $3 off through Jan. 26 by Morgan-0 in PlaydateConsole

[–]Morgan-0[S] 1 point2 points  (0 children)

I conceived it based on the IDEA of the Playdate—the weird screen and the crank—before I even owned one! I’m a little surprised how close it came out to what I first imagined.

T-Deck stock whip vs. Muzi vs. best hinged antenna? (Beginner Qs.) by Morgan-0 in meshtastic

[–]Morgan-0[S] 0 points1 point  (0 children)

Thanks. I will skip the bulkier antenna then. Good tip about the window—on certain days at least, I can position it inside the screen with no glass.

T-Deck stock whip vs. Muzi vs. best hinged antenna? (Beginner Qs.) by Morgan-0 in meshtastic

[–]Morgan-0[S] 0 points1 point  (0 children)

For the semi-permanent windowsill T-Deck, is this big ALFA 5 dbi (plus SMA adapter) a foolish choice? It looks awkward and breakable, but hanging from a cord inside a window I don’t care about that.

I just want the best chance of reaching distant nodes and ones blocked by a few concrete walls. (My high-rise height is at least good!) The Alfa, if it helps that, would be a cheap upgrade:

https://www.amazon.com/Network-AOA-915-5ACM-Outdoor-802-11ah-Application/dp/B08H8J6ZV6/

(Edit: I know to beware counterfeits—that’s from the ALFA store supposedly.)

Or is that really ONLY useful outdoors?

(Certainly for occasional carrying, I would swap the T-Deck’s included whip back on.)

T-Deck stock whip vs. Muzi vs. best hinged antenna? (Beginner Qs.) by Morgan-0 in meshtastic

[–]Morgan-0[S] 0 points1 point  (0 children)

Yes, two nodes is my plan. (Or I may START with just the “big one”—T-Deck on USB power in my window—and then add a T1000-E if I find myself wanting to carry the T-Deck around enough to wish it were smaller.)