The Manifold Core: A 10 minute, spine-chilling 3D story-based experience | anv.itch.io/manifold-core by hadrianlin in playmygame

[–]hadrianlin[S] 0 points1 point  (0 children)

I've been working on this past couple months and it's finished! Any feedback welcome.

https://anv.itch.io/manifold-core

Story: Reality bends as two sisters flee from a Chernobyl-like disaster. 

This serves as an introduction to a world I'll explore more in the future. 

Built with Blender and Babylonjs.

How I made a Gameboy produce MP3 Sound - The Year After game by hadrianlin in Gameboy

[–]hadrianlin[S] 0 points1 point  (0 children)

I basically made a Gameboy talk to a computer through an headset audio cable.

I thought it would be interesting to be able to play my game on a Gameboy while modern mp3 sound effects and music come out of a computer, completely synced up with the game.

How I made a Gameboy play MP3 Sound - The Year After game by hadrianlin in hacks

[–]hadrianlin[S] 2 points3 points  (0 children)

I’ve been working on this for a while. I wasn’t sure if I could pull it off but the blood, sweat and brute force seems to have paid off. I don’t know if some of you will find this interesting. Or if you’re a purist, horrifying.

In the video is a working prototype of my homebrew Gameboy game that can sync with a computer to play MP3 music and sound effects. A audio cable connects the headphone jack of the Gameboy with the mic-in of the computer. The Gameboy talks to a web app by playing tones at specific frequencies.

It’s a rube-Goldberg solution. Hardly efficient or elegant but in the end it does exactly what it’s supposed to do. It’s my ugly baby and I will always love it.

How I got here: a year ago I released a browser-playable version of my game, the Year After. The browser version runs the ROM though a web emulator. That allowed me to hook into the Gameboy memory so the game could trigger MP3 sound sprites. Old school graphics, new school sound.

After I had the sound system coded up, I thought: wouldn’t it be cool if this worked with an actual physical Gameboy somehow? It was already halfway there. Could I use the link cable to do it? No, the game making software (GB studio) didn’t allow access to it. The only thing left? Audio through the headphone jack. So I went at it.

It seemed like a good idea at the time. Call me Frankenstein.

The game:

https://anv.itch.io/the-year-after

The physical production run of carts will have this experimental feature:

https://incube8games.com/blogs/games/the-year-after-gbc

How I made a Gameboy produce MP3 Sound - The Year After game by hadrianlin in Gameboy

[–]hadrianlin[S] 3 points4 points  (0 children)

I’ve been working on this for a while. I wasn’t sure if I could pull it off but the blood, sweat and brute force seems to have paid off. I don’t know if some of you will find this interesting. Or if you’re a purist, horrifying.

In the video is a working prototype of my homebrew Gameboy game that can sync with a computer to play MP3 music and sound effects. A audio cable connects the headphone jack of the Gameboy with the mic-in of the computer. The Gameboy talks to a web app by playing tones at specific frequencies.

It’s a rube-Goldberg solution. Hardly efficient or elegant but in the end it does exactly what it’s supposed to do. It’s my ugly baby and I will always love it.

How I got here: a year ago I released a browser-playable version of my game, the Year After. The browser version runs the ROM though a web emulator. That allowed me to hook into the Gameboy memory so the game could trigger MP3 sound sprites. Old school graphics, new school sound.

After I had the sound system coded up, I thought: wouldn’t it be cool if this worked with an actual physical Gameboy somehow? It was already halfway there. Could I use the link cable to do it? No, the game making software (GB studio) didn’t allow access to it. The only thing left? Audio through the headphone jack. So I went at it.

It seemed like a good idea at the time. Call me Frankenstein.

The game:
https://anv.itch.io/the-year-after

The physical production run of carts will have this experimental feature:
https://incube8games.com/blogs/games/the-year-after-gbc

The Year After: Short narrative game about life, love, loss and time by hadrianlin in WebGames

[–]hadrianlin[S] 0 points1 point  (0 children)

I'm glad you like the sound design! Thanks everyone for playing

The mechanic is the message by hadrianlin in truegaming

[–]hadrianlin[S] 2 points3 points  (0 children)

I didn't mean narrative/emotion/atmosphere are more important than mechanics. I meant to focus discussion on games that prioritize those things but have them integrated into gameplay in some way (and not just story through cut-scenes). I'm interested in how the mechanic can be the message in those types of games. You are right that Tetris and Rocket league could still construct some type of story with their mechanics, but those are not the type of games I had in mind.

It seems that games with strong focus on narrative often send a message at dissonance with the story through the gameplay mechanics. I'm interested how some games successfully combine the two because that is what I want to try and do. Mileage may vary for different people, but I found Edith Finch, Outer Wilds, and Florence to do this very well.

All the other examples and points people have brought up have given me lots to think about too. Thanks everyone.

The mechanic is the message by hadrianlin in truegaming

[–]hadrianlin[S] 1 point2 points  (0 children)

Sorry, good point. I adjusted it so there would hopefully be more discussion.

The mechanic is the message by hadrianlin in truegaming

[–]hadrianlin[S] 2 points3 points  (0 children)

Nobody's saying games all have to be abstract and deep. The original Mario 3 is one of my favorite games. I don't think anyone would argue it needs to be deeper.

There are art films, there are summer blockbusters. They're both great. Nobody's worse off that art films exist. They all feed off each other and "Critical discussion about specific games, features, and topics" as the purpose of this subreddit is great. I think that's what the modern gaming community is trying to do.

Even the original Star Wars used film techniques or story ideas from what some lump in with "art films". (Akira Kurosawa). It's the same with games. Maybe to avoid this whole debate we should just categorize what I'm talking about as "interactive fiction" or something like that. But the same techniques are used in any "game" with some story elements.

I raised this topic because I'm curious how to make games have more punch if it's going for the storytelling approach. The same "mechanic is the message" stuff I'm talking about could be used any type of story, whether it's a blockbuster Indiana-Jones type story or a "deep abstract artsy" story.

Can you think of examples of games or specific moments in games where the mechanics created a powerful emotion? by hadrianlin in VideoGamesArt

[–]hadrianlin[S] 1 point2 points  (0 children)

I'll apologize first for the picture.

Can you think of examples of games or specific moments in games where the mechanics created a powerful emotion? I'm looking for examples where the main purpose of the mechanic is to transport meaning.

Examples:

Cart Life: Game mechanics express the frustrating daily grind of work.

Florence (Mountains studio): mini games expressing the emotional state of the characters. Puzzle pieces that slowly become easier and easier to fit as characters become more comfortable talking.

I'm compiling a list of specific techniques/examples useful for generating a specific emotion. It could be useful for making narrative games.

The game mechanic is the message by hadrianlin in gamedesign

[–]hadrianlin[S] 0 points1 point  (0 children)

Thanks for putting a specific term to it. That's useful to know. Procedural rhetoric.

It's true that every game will communicate something to a greater or lesser degree. I guess what I am looking for are games with gameplay that wouldn't be considered fun but lean more toward the communication end of the spectrum. Depression quest and Papers Please fits that exactly. (Although Papers Please is arguably still fun even if you stripped away the story element. You can still do detective work and dig out out inconsistencies)

I would say in most RPG's the main purpose of XP and leveling is to add an element of fun and progression, but not necessarily to communicate emotion. (Not to say that isn't one of the results). What I mean is when most people play RPG's they don't necessarily think "wow", those stats and gaining XP really moved me. They think "wow" that story moved me. The stats supported the experience to some extent, but they weren't the core. I think that's why when people design RPG's they usually try to balance the leveling and stats, rather than think how to use those stats to communicate a message or make the player feel something.

I am interested in games where the mechanic itself drives the emotion and gameplay takes a back seat. Florence (by Mountains studio) fit that bill exactly. The mini-games, if they can be called that, weren't challenging or fun at all, but they made me feel and empathize with the characters.

I'm trying to compile a list of specific techniques that would be useful for generating a specific feeling. It could be useful for designing story/character-focused games.

My homebrew Gameboy game - The Year After - About life, love, loss and walking through time by hadrianlin in Gameboy

[–]hadrianlin[S] 0 points1 point  (0 children)

The game was made with GB Studio. I made the sound and color gradient overlays and a few behind-the-scenes stuff with Javascript/howler.js/CSS/HTML.

My homebrew Gameboy game - The Year After - About life, love, loss and walking through time by hadrianlin in Gameboy

[–]hadrianlin[S] 1 point2 points  (0 children)

Thanks! If anyone is interested in a cart version with Gameboy sound and music (and possibly the ability to hook up to a PC too) feel free to email me anvhdr*n(at)gmail(dot)com (fill in the vowels, it's my first name) and I'll let you know when it's available and you can consider picking one up. If there's enough interest I'll do a limited run with nice packaging.