Saturday, February 4, 2012

Roboroso

Global Game Jam Page

Do you have an hour to kill? How about a friend and 2 gamepads? That's what Roboroso is: a good old couch game.

Roboroso is the product of this year's Global Game Jam, where video game developers from around the world simultaneously develop games in a 46 hour period. They're working everybody into the book of world records. :D

I was the designated programmer in our team of four. Dr. Nathan Patterson, was our designated sound man, creating the wonderfully weird music and phonetic sound effects for the characters. He is featured saying "Roborosorazation complete" upon one's inevitable demise.

Jordan Laine was the design honcho and an artist. He balanced the team's initial concept, and soon became the project manager and directed us when time was putting me to sleep. Jordan drove ALL THE WAY DOWN FROM MINNESOTA JUST TO JAM. DEVOTION.

Lastly, we had the game development newcomer, Paul Goeser. Paul helped with the design and some of the art as well.



So what is Roboroso? It is an asynchronous two-player arena combat game. Both players take turns sending units at their opponent player in the arena. The first player to run out of units loses. That's the cut and dry version.

What were my personal goals and motivations behind the project? As with game jams in general, collaboration is great. As much as I resisted the idea initially, it turns out in the end that I just like working with other competent game developers. (Kevin Harris had to poke and prod me until I finally got my head straight and started jamming. Thanks man!

One thing however that I've been stressing about this last year is my want for a universal return to the classic couch game: playing a game on a couch, hopefully with your buddies next to you, joining in and applauding the action. Much of my gaming life has been spent this way. Online play just doesn't really cut it with me; I've always believed that face to face interactions in games with your friends are THE strongest way to make one of my aforementioned 'moments' a reality. I feel like Roboroso is a step in the direction I want to take more of my future games in.

For now, you can enjoy Roboroso, and some pictures (courtesy of Christopher Fournier) of members from the team at the jam! :D


Members (Left to Right): Ted Lauterbach, Paul Goeser, Nathan Patterson


A couple of fellow jammers trying Roboroso out. Jordan is the guy standing behind the two seated players

All of Chris's pictures from the jam can be viewed here. It was pretty awesome! We managed to fill the entire auditorium with participants. :O

Here's to many more game jams!

Monday, January 9, 2012

Discovering Life Through Video Games

I played Resident Evil 5 again for the first time in many months. I got my sister to play mercenaries with me, too.

We started out pretty rough; the last game we played a game together was Gears of War 3, and we were still trying to roll away from the enemy by mad-tapping the A button (an action that will lead to great misfortune in RE5 if executed under the same circumstances). Even after we refreshed our button fingers to the ways of the zombie slayer, we continued to get clobbered. Hope seemed... silly.

But, almost as we were about to call it, I leaned over and said with as serious a face as I could muster:

"I need to change my character."

I'm pretty sure she knew what that meant right away. I scrolled over to Tribal Sheva; I wasn't kidding around anymore.

The last time I had used her, it WAS a joke. But, the stakes were higher then; we had tried for several hours that night many a month ago to demolish our worst enemy: The Boat Level. Just imagine a crap load of chainsaw wielding jerks that just FREAKING LOVE dying only to come back to life ten or fifteen seconds later for a second helping of countless shotgun and magnum blasts. The holy 'A' rating required to unlock our last character seemed fourteen-million times more hopeless than our feeble attempts to pick up the game in the present day.

Then there was Tribal Sheva. Her gloriously primitive bow lacked the oh-so-useful and seemingly essential laser sight every other weapon had. Her scantily clad costume certainly didn't garner any further support from either of us.

"You're kidding, right?" was something similar to what my sister said when we were loading up The Boat Level for try number 33,495, this time with my Sheva sporting her... nothing. (Seriously, still disturbs me that so many costumes do that with women).

I wish I was all cool and would have said something like, "Trust me, we've got this; I'm pretty fucking 1337."

But, it was more along the lines of, "Seriously, this is getting ridiculous. I just want to mess around a bit," spiced with a couple of bargains stating that I'd change characters if we didn't do well again. (That might even be a lie. I honestly don't remember anymore. xD)

We did our now usual drill; I climbed down the ladder, murdered an undead crossbow wielding bonehead and collected as many time bonus things as I could, while my sister expertly executed the first chainsaw maniac dropping from the sky a few feet away from the spawn and only 20 or so seconds after the round started, lamenting the second a tentacle endowed 'special head' zombie would materialize, chucking a flash bang to eliminate its sorry ass. Only thing different was, I was missing a crap load of shots; Sheva's arrows whipped past their heads with expert inaccuracy.

"It's no use!" I cried with anger! After the bow had proved ineffective, I had given up and resorted to Tribal Sheva's seemingly superior Grenade Launcher. Not so -- rounds were too few and ineffective to be useful.

Naturally, the next thing we knew, we were out of sequence; my sister and I had been backed up on top of a shipping crate that had no easy exits to avoid the blood thirsty mob, but did have a nice distant view of the pain to come: three more chainsaw-wielding, potato-sack headed freaks of nature slowly proceeding along their maddened war path, fueled by gasoline and a deadly Uroburos ridden blood stream closely followed by every green-bottle-toting, crossbow-straddling local who decided to join them on their head cleaving pleasure cruise.

All hope was lost.

But, hell must have frozen over. I started nailing half court shots on the undead: the weaker ones going down with one arrow a piece -- 'special heads' revealing themselves and being exterminated in three. Sis powerfully conserved every Magnum round she could for the big boys -- waiting till she could laser point them dead between the threads separating their bloodshot eyes for four or five expert head shots, waiting for their bodies to rise once again and repeat for the kill.

Shit hit the fan hard; 'special heads' were breaching the comfort zone. They'd pop of the occasional slice and we'd need to revive each other with that (thankfully) endless supply of morphine vials we were pumped full of on the heal.

Then, each and every one of our greatest fears materialized simultaneously.

Two of the sack heads used their unimaginable leg strength and leapt up onto our crate AT THE SAME TIME and stared at us at near point-blank range. SIS HAD TO RELOAD HER MAGNUM AT THAT VERY MOMENT.

"EXPLICT WORD STARTING WITH F!!" we cried!

I did all I could. Arrow to the face! Arrow to the face! Arrow to the face! Holy shit, one went down! The other began his horrifyingly maniacal tantrum of blood thirsty laughter as he raised his gas powered totem of judgement toward my sister's Albert Wesker's glorious head attachment device.

Arrow! ARROW!

SUSAN WAS RELOADED.

I wish I could make this stuff up, but you just can't.

We totally blew them away. We actually had a whole 30 seconds of time left over where there were no enemies left to kill because we had dispatched ALL of them. I think we had some stupidly large combo going. Like, a 50 combo or something. I don't quite remember. We unlocked the new character with flying colors.

Turns out when you can actually hit enemies with Tribal Sheva's bow, they die REALLY quick. We figured one arrow does about just as much damage as a Magnum round, but meh, we never ran numbers or anything.


So.

What does this rather lengthy story have to do with 'Discovering Life Through Video Games?'

It's not quite what you think. This story is only one of dozens of moments my sister and I had while playing Resident Evil 5. What's oh so very important about this is the moment. Through a game, my sister and I discovered a moment that we'll carry with us for the rest of our lives.

There's a big difference from the moment we had and some moment that was made by the designers to be memorable. Screw all of the boss encounters and stuff. I only really kinda remember a few of them, and probably not for any good reason. (Except maybe the final fight with Wesker or something, but that was born out of a hopefully unintentional lack of ammo. Really funny stuff)

I find the moments in video games so personal and moving, it's hard to say just how many of these things I carry with me. I'm one hundred percent certain that some of the most inspirational and enlightening times I've had have been from moments like these. Ones that on most occasions my sister and I would be the only people to ever know about them.

Events like ours are really cleverly hidden in my opinion. "They were just a good time of gaming" is what it comes off as on the surface. But how many times do I just reference Tribal Sheva and get a goofy grin between us? I've shared a (admittedly disguised) pivotal moment with another human being.

That's discovering life.

The larger bulk of my work has been sharing moments of my life of creating the games themselves. Did you feel a little bit of pain playing suteF? I hope so. There are times where I felt some myself when I was making it. A lot of times in fact. Gee, does it show?

The more I think of moments like my sister and I have shared (and, she's not the only one I've played games with and felt the same way, mind you), the more I believe that I need to create an experience that can provide some of these open-ended, non-scripted moments. Admittedly, I'm guilty of throwing my personal story into my work and thus muffling any moments people may have been able to create for themselves. It's just kind of how it has worked, really.

suteF has achieved a better result, though. How many people have just been left to connect the dots of the narrative? That was a choice I made at nearly the last minute, thanks to a friend who had showed me her own unique spin on it.

Anything the player gets to create in their moment is better than something the designer could have scripted.

Here's hoping that 2012 brings a few of these ideas to light so all of you get a chance to design your own moments through a system I present to you with plotted dots. Connect them however you see fit. :]

Thursday, November 3, 2011

Teaser Screenie



Current state of my newest project. If you're following me on twitter, you may get a clue what it's about. ;D

Thursday, October 20, 2011

Make Games Like Your Other Ones

Lately, I've been stuck in a development dreamland.

Since I released suteF close to ten months ago, I have completed exactly zero personal game projects. Compared to my ultra productive 6 game year (Fetus, Super Space Rogues, Vatn Squid, Hold Off Brownish Yellow, Chawp!, and of course, the flagship suteF), 2011 has been a flop.

It's been hard to put a finger on exactly what might be keeping me from working on any projects this year, but one thing I know is that I feel a lot of pressure to "deliver" on my next project. After lengthy discussions with several of my coworkers and friends, they've assured me that it's a bit irrational.

"You should have been riding that publicity wave you got after making suteF! Are you crazy?"

I feel like they're definitely right. I've hacked and slashed my way trying to make some new, different game that will break and shatter everyone's expectations of my work but have actually produced a hollow land of what I could imagine being jaded fans. I don't claim to be a cactus or anything like that; but I'm certain I have some sort of following! Fan art, tweets, retweets, thirty-one thousand plays? It's nothing to sneeze at, for sure.

Okay, then I'll attack back with....

"But if I make a game that's too much like suteF, everyone will think I can only make puzzle games with blue dudes in them! I will be THAT guy or whatever."

I'm super scared of that. Like, insanely scared. Somehow, I've gotten it in my head that doing something like that is a bad thing. Part of this might be that I've seen a lot of movies that are just the same old thing all the time (I'm talking about you, Michael Bay and James Cameron). Not just recently either. Several directors like to make the same movie with a slightly different theme, and they just don't get away with it. I look at Titanic and Avatar as being almost the exact same movie. It's more apparent with when you look at Aliens, The Abyss, and Avatar, though.

Then, there's AAA video games. Everybody knows that there are way too many military first person shooters these days. I hate that. It's now public.

Then someone reminded me of this important fact:

"It's not like you're making any money with the games that you've made, Ted. So what the hell does it matter?"

I love what I do and the games I make so much that money doesn't even occur to me. I think that definitely says something. When you boil it down, when you make games (and even movies) and sell them, people that like them will buy them. Then there's going to be people who hate Avatar, Transformers, and FPSs that will trash the idea and just not want anything to do with it. But, I'm told they make money; so there's still more people buying them then hating them; or at least enough that IT NO LONGER MATTERS what anybody says about it, because, hey, I'm going to make something else I like even if you don't like it.

And when there's no money involved, I can just say you're stomping on my dream or something like that. Jokes aside, how big of a deal is what I make when I'm doing it for fun? People might be disgusted by undead fetuses and tumorous monsters, and even though I nearly worked myself to death on suteF, damn it if I didn't end up enjoying it to some extent.

I'm not sure how other people view their work in regards to "staleness" or "it's too much like the other ones," but anyone who thinks so should at least consider themselves in the process. There's nothing that says it's going to be exactly the same anyway.

This is probably some sort of rant more than an intelligent argument for making games you want to, but I feel like I've had issues getting over it. Comments on the blog are impossible, but if you have your own two cents to throw in, I'd be really happy to discuss it:

ted DOT lauterbach AT gmail DOT com

Also, if you're interested in a permalink - http://tedlauterbach.blogspot.com/2011/10/make-games-like-your-other-ones.html

Friday, September 30, 2011

Sources say suteF Post Mortem "Coming Soon"

Since this hasn't been on the website before:



It has come to my intention that one day I said I was going to make one.
Coming soon is code for when I can. So... soon?

For now (and mainly for people I met at Unite 11 who've stumbled here), please give the trailer a watch and visit the official site for suteF.

Monday, June 13, 2011

Virulent




In late January, I was given the opportunity to work as a 'Design Team Intern' for the Educational Research Challenge Area (ERCA), a group of developers creating games at the University of Wisconsin. Since then, I've been responsible for a large amount of programming as well as designing sound effects and music on the team's pilot project, Virulent.


So, what is Virulent?

In my humble words, Virulent is an action-strategy game intended to teach Systems Biology to middle school and high school students, specifically in the cycle of viral infection and reproduction.

Virulent is available for the iPad and Web (and is completely free in either case). If you play it, keep in mind that it's designed for middle and high schoolers that generally don't play games.


It's also worth mentioning that the game is incomplete in it's current form, but should be finished sometime in August.

Tuesday, January 25, 2011

suteF Released

(This article is a compilation of posts from the official suteF website)

Go to the suteF game page and download it now!


Almost month after suteF's release, it's already received over 17,000 plays! Thank you so much everyone for giving it a play!


Along with the huge community response (it's collectively been decided that 'Void Rim VII' is the official Satan level of suteF >:]), suteF has also gotten a huge buzz around the internet with news sites. Here's a number of them:


Freeware Game Pick: suteF (Ted Lauterbach) from IndieGames.com


Game Jolt: New Featured Game : suteF from GameJolt.com


You Don't Belong in This World : suteF from DIYGamer.com


Weekend Download from JayIsGames.com


A Horrifically Wonderful Puzzle Platformer from Switched.com


Want to play a cool indie puzzle game? from ShogunGamer.com


A Raw Steak is Fighting for the Love from Spiegel.de


Feature: Top Freeware Puzzle Games 2010 from IndieGames.com


suteF Review from TIGSource.com


Hell is Other People, but Also Yourself from Rock, Paper, Shotgun


The feature I'm especially proud of is the consideration of suteF as the NUMBER ONE puzzle game of 2010 from The Indiegames Blog. It is quite an honor to receive such a title with a game released 3 days before 2010 was over. A GREAT honor.


Once again, thanks to everyone for giving suteF a play! You have no idea how awesome this has been!


(Picture / Mine Craft sculpture courtesy of Zack Banack)