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Deeper Sleep coming soon… (Deeper Sleep trailer)

Published on July 25, 2013, by in Games.

To quote GLaDOS, it’s been a looong time.

I’ve started working on a sequel to Deep Sleep shortly after the first part was released. I had the general plot idea right from the git-go, since the very beginning of part one – and despite what some people say about rushed ending of Deep Sleep, it was planned from the start.  Deep Sleep is based on a story idea I had long time ago. While designing the game for jayisgames’ 10th Casual Gameplay Design Competition it was clear to me that as the time is limited I can only do as much as I did. The story was supposed to be continued in the next part… Which is what is now going to happen… soon.

First locations for Deep Sleep 2 (or, officially, Deeper Sleep) were designed back in November and December 2012. I continued with planning rooms and puzzles throughout the winter, but then I focused on other projects.

Even though I was making One Game A Month, I kept adding a bit by bit to Deeper Sleep each month that passed. When I finally decided to fully dedicate to this one project, I had this stupid accident and I broke my arm. This postponed the production of the game for over a month (at least it resulted in Don’t Escape being created).

Now, I’m happy to announce that the current (since the 4th of July , actually) status of the game is:

FINALLY DONE.

The game will be published late August 2013 around 11th of September

Until then, enjoy the trailer:

 

UPDATE:

Sorry for the delay, everyone! My sponsor decided it would be the best to release the game between 10th and 12th of September.

Deeper Sleep deep sleep sequel

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Don’t Escape – a story of a werewolf

Published on June 30, 2013, by in Games.

Don't Escape

Being a werewolf doesn’t have to mean being a blood-hungry beast that carves for human flesh. Wait, actually it does but that’s not the point. Being a werewolf doesn’t mean you are always proud of that fact. Sometimes, rather than praising the “gift” you just treat it as a curse.

Meet the hero of Don’t Escape, who is a werewolf with a consciousness. He doesn’t want to kill or hurt people… But, at the same time, he is not interested in putting himself out of the misery, ending all this. He still wants to live himself. Continuously on the run, hiding from hunters of all sorts, he never spends more than a month in one place… for obvious reasons. So there you have it. A background of Don’t Escape in a nutshell.

The truth is – I wasn’t planning on doing this game. I was going straight for Deep Sleep sequel last month (sorry to keep you waiting). The problem was: I broke my arm and while I could develop games, I wasn’t fast enough at it, with my hand wrapped in heavy, thick plaster. And since I didn’t want to lose my #1GAM entry for May, I decided to go with another game.  A short game, that I could start and finish in 2 weeks or so. The idea of using existing ‘point and click’ engine from Deep Sleep was quite appealing, but creating a whole bunch of new locations from scratch with broken arm – not so much. So I decided to make a “classic” escape game with 4 corners of a single room to work with. Then I hit my head against a desk several times. ME?? A CLASSIC??! NEVER! :D

Don't Escape

So I designed a “reverse” escape game. Using a werewolf as a main character, because werewolf curse provides a nice condition here – I know I will become evil when the night falls so I have to prepare now, while I’m still good.

Designing a reverse escape game was fun and interesting. I had great fun with it… I hope you will have/had even more fun playing it!

Just don’t hate me for hiding some items – you have lots of time to find them!

Well… until the dawn, at least…

PS. YES, there is a recipe for the potion in-game, I wouldn’t ask you to go with trial and error with that, come on! :D

Click here to play the game!

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A game controlled with mind!

Published on June 3, 2013, by in Other Stuff.

First, I have to say that this is not my new project or anything you can play online on Newgrounds. It’s just an old student-project I had at university, few years ago. Recently I was going through my old files (as I often do when my HDD space runs low) and I’ve found this in some forgotten deeply-nested folder. And because it is a game of some sort, I decided to share it with you :)

The goal of the project was to create a simple game controlled with mind – a game that could be played with the use of Electroencephalography – the measurement of brainwaves. Human brainwaves are a composition of several ‘layers’, each having a different frequency bandwidth. We distinguish many types of brainwaves: alpha waves, beta, delta, gamma, theta waves – each corresponds to a different kind of brain activity. Delta waves, for example, are particularly strong during a deep sleep :)

This project was only focusing on one kind of waves – alpha waves. Alpha waves, ranging from 8 to 13 Hz, have visibly increased amplitude when our, ermm, test subject,  blocks their visual perception (aka closes eyes) and/or relaxes.

Using simple words, if user (player?) of our game enters a relaxation state, we should be registering “stronger” alpha waves.

a game controlled with mind

The whole project required an EEG cap – which basically is a net of electrodes that measure voltage fluctuations along the scalp. The cap, along with its interface, was a property of the Institute of Electronics at Lodz’s Technical University. The fact that it’s not something people have in their homes is the main reason I won’t be releasing Flash version of this project any time soon :P

The way this game worked was really simple: it registered electric activity from the EEG cap and filtered it so only alpha waves lengths were left from the entire spectrum. Captured values were also normalized to compensate any electric activity coming from muscle movements in player’s body. And this was basically it. A ball slowly falling from top was presented on the screen – player had to position a “basket” (which was, by default, closed) under the ball using mouse or keyboard and close their eyes/relax to let the “basket” open and catch the ball. To make things more stable and less random, there was a “progress bar” that filled during about 3 seconds while alpha waves were over the threshold and slowly emptied otherwise – so to open the basket player had to maintain their alpha waves high enough for about 3 seconds… and then keep it open (by not letting the progress bar empty) until the ball reached the basket. 

Game had to provide player with audio feedback – because of alpha waves nature, the easiest way to play was to close eyes. So, player got a calming, “glimmering” sound when game was detecting high enough alpha waves and a fanfare/fail sound whether the ball had entered the basket or not.

Boom, nailed it!

The project was coded in C++ and EEG interface was connected via good old COM port. Everything here was simple, a bit crude and basic… But it worked and I can say that in my life I’ve done a game controlled with mind :D