it's crazy that people played this as a kid
my impression was that it was fallen into obscurity like a week after release
like how most flash games at the time did 🤔
mutantleg
Creator of
Recent community posts
once again I forgot about this devlog
the good news is because I work so much on the game it makes me exhausted
the bad news is of course the game is far from ready
I was hoping to have a demo this year
but it looks I won't make it 😔
still plenty was done - here are some highlights:
added some new textures - the trains are still bad looking but not that bad
in the first game many maps were built around little gags - here is one of the new ones
modelled some everyday objects like a fridge
these are more like little feelies that make the world more believable
as the game takes place in the desert it seemed appropriate to make a parody of vegas
of course it's an scifi game and in the future you can do even crazier things with neons
I somehow improved in modelling skills - this toilet is a clear step up from the ones in the first game
but when it comes to furniture I'm still hopeless 😔
I guess we can call it a hybrid - at first I made a real raycaster but it turned out drawing pixel by pixel in flash was very slow
but it had a drawtriangle function which was reasonably fast
so the visibility check is still done with raycasting (the rays mark visible zones) but the walls were drawn with triangles 🤔
thank you! 🙂
Zortch is pretty much the spiritual sequel of LAB - it uses many of the same elements
so you would probably enjoy it - and where Zortch 2 is going .. not even I know 🤔
so once again I realised that I need to change my methods.. and worrying about the maps will get me nowhere
as you can see what I have no trouble with is making more characters - there are about a truckload of npcs now
(only about 5-6 were planned but I couldn't help myself)
also there are tricks used to make it look like there are more of them
so right now I will be focusing what I'm good at and just keep adding characters..
until I feel there is enough
and the maps themselves will be kept simple (not going beyond the first games quality)
as far as the NPCs concerned there is enough of them now
there are about 15 unique ones
which is quite a high number from the previous games 0 🤔
there are two more planned
but they are optional to the story
and as far as the enemies go things are getting out of hand 🤔
even though the game is slowly shaping up there are still things that giving me trouble
most of all the mapping
silly ideas and characters seem to work well - but the main problem is still the same
what to do on the level?
now people stated they hate keyhunting
they also hate maps that are too short
and also maps that are too big and there is nothing to do
this is giving me some trouble
I'm toying with the idea of at least bringing the blue key back
after all you have an automap now that shows you where it is
still after much iteration the ruins map is more or less finished
in the end I settled with a much smaller map
even back on Zortch1 the comfortable size of a map was identified (based on old fps maps)
and the central area pretty much takes all space for that
in the end the fact I can now make bigger and more convoluted maps
doesn't mean much as they tend to not work that well
in my disappointment with these events I added 3 new soda flavours and machines
also now all soda brands give different amount of hp
things are not getting easier
for now one thing is sure
finally some good development news
the office level is shaping up well
originally the plan was an ancient underground city
where the office was an anomaly
but then the question emerged - how an office got there
and on this thread the whole level was built
it's aspiring to be a shameless ripoff of the hl1 office complex
here you can meet a famous game designer who moved underground
you also get to play the game that made her famous - which is a silly arcade game
that involves characters from Zortch 1
of course we are in a kind of low tech future - there is space travel but people yet to invent HD monitors
so it's a low res monochrome pea soup ordeal
she seems to have bit of an ego about her - success went in her head
she is not so happy about having to live underground and is having a bad day in general
overall she has a message for all her critics out there
the weird looking cybernetic human things have attacked the office and all workers fled to the meeting room
these folks don't have problem inviting themselves inside
things get a bit hectic out there
this level is a bit experimental by itself
I built the interesting elements and scenes seperately
now I just need to figure out how to connect it all up together.. oh dear 😓
and now it's time for more isometric goodness
one of the maps is a giant dam - and it's the biggest level pushing the engine to it's limits
so I decided to make it larger for some reason
also hit a huge milestone: the mines are the first level finished
as far as geometry and player route goes
still need to place items, enemies and test the thing
some of the maps got so big they break the editor view
originally I wanted a lot of small levels
but it seems like there will be a few but gargantuan levels instead
ironically I have the most trouble with the warehouse level
this is about its fifth redesign
the first map is planned to be a little western town
one of the only maps where I' m not sure if I should make it bigger
and here we have the badlands that are indeed looking bad so far
there is a single gas station - and the map design philosophy was
that when in doubt just keep adding trucks
I'm getting doozy from all this mapping work
at least I'm not being watched..
things are getting a bit hectic - so much I tend to forget to update this devlog 😓
even though the stakes are pretty high
there are many areas under development - I make the mistake of trying to work on all of them
I cannot help it - I got the game all in my head - it's just difficult to get it onto the PC 😓
but when I can I go too far - some maps are getting way bigger than they should be
it's hard to get in the zone but once you are in it's even harder to stop 🤔
the problem goes double for the mines - but before we continue remember
here is a screenshot of the mine level in the editor
now you see that little yellow truck on the bottom? here is it for scale
of course this might not tell the full story .. here it is again
as you can see it's a cute little thing
so there are plenty of ideas for areas
but connecting them together and figuring out where it all should go is tricky
so far the only way I have to fix this is to iteratively play through the map again and again
and eventually reach at something comfortable
I had the same problem with the first game - I felt the maps are a mess
in the end people didn't mind the mess
they hated the maps that were too complex and liked the more linear ones 🤔
one thing I know for sure that mapping is still my weakest point
and I'm not sure what to do to improve 😓
I got more confident modelling them but cannot tell you what would make
an enjoyable map - for me I can tell - but for players I have no clue 🤔
yes I'd say that horror and adult content is flooding everything 🤔 (sign of the times I guess)
listen do you have some sort agenda or simply obsessed about this thing? (I mean no offense you just seem to have a lot of long replies)
I mean I'm not sure anymore what are we even arguing about at this point or if we even do
like we both seem to agree that there is an influx of adult games
and your point seem to be that the measures for hiding them are already more than adequate? 🤔
just outright banning everything dirty is indeed a bit too extreme
but no one can deny that there is a flood of nsfw and pretty much taken over
itch lately 🤔
it would be nice to have some sort of strict SFW option for the site
like a special safe version with a different url or something
but I understand that there is not much of a chance of that happening 🤔
(I have a friend who got disturbed by the fact that dirty stuff
was shown next to his content and ended up leaving itch a while ago )
edit: nevermind - I misunderstood and didn't catch it was about marketing sorry 😓
technically multiplayer is very easy as you just send packets with UDP and hope it arrives
and it's possible to set up some peer to peer thing very quickly
but one very large problem nowadays is the security - players sharing their IP is asking for trouble 🤔
so for security reasons it's better to have a server inbetween - to at least hide the IPs
but even a small server costs a fortune
(even nintendo is using some amazon cloud service thing for splatoon - and that is only matchmaking)
so I kind of given up on it myself 😓
there are some strange options:
one interesting feature steam has that it lets local multiplayer games streamed to other players as a video stream 🤔
(but I don't know the details just heard of it)
and there is the option to write the whole thing in roblox - and possibly in other popular netgames
where they already have the whole server thing set up 🤔
I got sidetracked a little trying to make the car work..
now the engine still has no physics engine whatsoever
(I tried out bullet was so disapointed I don't even plan on adding one anymore)
long story short I had this idea of making the car the old way
from simple distance springs
there is no verlet, it's simple euler stuff
running at 750 fps
it's made out of 6 spheres and about 18 springs
literally a car held together by glue and prayer
adding a mesh kind of hides the jank - but not by much
the prototype was really promising
ingame there were troubles 😓
turns out getting the basics to work is just start of the journey
one thing I was worried about is how to flip the car back
(you don't have a gravity gun after all)
but then just kicking it and it magically flips
not only worked but it was the easiest part
overall I'm not sure what to do about it now
it's good enough to keep it in the game
but not good enough to build serious gameplay on it 🤔
and of course I still only have the test interior 😓
took a break from working on bosses..
to work on enemies 😓
this four armed gal is out to resurrect enemies
and fire homing missiles at you
her legs are jetpacks - kind of like those water based ones
only this one works using an acid of sort
she is also supposed to cast various spells later - once I think of some 🤔
many of the existing enemies got rebaked again
I probably mentioned it before: this tech doesn't work well with vertex colors
in fact vertex colors ruin the lighting making them look flat
before realising this I baked them as lightly and with as little shadows as possible
so now I had to redo it again 🤔
some boring stats, so far there are
22 unique enemies (7 neutral 15 mite worshippers)
7 bosses (1 almost finished - 6 wip )
there are many more enemies planned
but there is more than enough for the opposition and they will be added as extras later
at least that is the plan 🤔
I'm afraid the heyday of itch.io is long gone - and that is for most online game markets no matter how big - today if a game is not on steam it might as well not exist 🤔
if you are looking for exposure on itch I suggest entering one of them game jams
(but don't expect hundreds or thousands - just to be at least seen by someone)
still as it was suggested before me: screenshots, description, good thumbnail
at least give people some idea what they are in for 😓
I upgraded from making models all day to working on boss code all day
I'm making the clear mistake of trying to work on all bosses at once
so far the stargazer boss is turning out well
then we have the bandit behemot who somehow got himself a military grade gatling
and proudly strutting around with it
his aim could be improved though 🤔
turns out that making a convincing tornado effect is not easy
I either should drop the 3D model or the particles
both turned out well but have a disagreement about how this effect should work
on the other hand I thought making the player fly up and swim around in the air
will be the hard task but it was working in like 5 minutes 🤔
overall things seem to be going well but slowly
so far only one boss idea was cut
it was seemed to be easy but .. well it wasn't
no need to panic yet
one advice I can give you is to make the game easier to market 🤔
give people who make streams, trailers or just screenshots for the game an easier job:
put some landmarks on the tracks (instead of just generic tracks)
maybe some portraits for the drivers (something humorous perhaps)
and in a racing game cars are everything
make them as flashy and robust as possible
you seem to have a concept that has the potential to stand out
but you need to drive it home (pardon the expression 🤭)
right now it feels a bit too basic
(I learned this lesson the hard way myself making one of the most generic RTS games ever 😓 )
I started working on the bosses
thing is they really bring the game together
back in the day of arcades bosses used to take quarters off kids (as a form of early digital bullying)
some see them as exams for checking you are familiar with game mechanics (nintendo seems to insist on this)
and some see it as some sort of extra challenge just for difficultys sake (fromsoftware's schtick)
but in reality they are just for showing off
a sort of extra entertainment factor
and the story of the game can be planned around them
and of course they look good on screenshots and trailers 🤔
anyway here we got the stargazer
inspired by a fish that bears the same name
which got it's name for looking up
not so much gazing at stars but at potential prey
of course with no prey around they might gaze at the stars
now the idea here is that the ocean might be gone
but the show must go on
and many animals just adapt and get on with their business
often learning new tricks in the process
I often envy people who can afford concept artists or to make
elaborate plans about the games themselves
my little ms paint scribbles pale in comparison 😔
thank you for finding this 👍
I'm not sure how this happened: you have custom map completed screen
as the background of the level select screen which shouldn't happen 🤔
(the jack-o lantern just means the model was not found - these pumpkins are the default model
also the white texture means the texture was not found)
anyway if I understand correctly:
you played through the main game and the cut maps and this broke the level select? 🤔
also to answer your question: you get the same secrets on all difficulties
you got an achievement for beating the game on every difficulty but this
didn't went well because higher didn't unlock the lower ones
I kind of misunderstood why people want achievements 😓
and a few more screenshots (I kind of ran out of space on the previous one)
originally I used a very old tech by reading the depth pixel out to see if a flare is visible
turns out there is an extension in opengl - originally meant to see if objects get rendered but just counts pixels drawn
that could be used for this - so what is happening here is that if the center of your flare is visible
you draw it over geometry that is close to you - for the most part it works just as well with regular sprites 🤔
you can now play through as if it was a cheap 3rd person game
the Zortch model is now much better (but still very cheap, it's all programmer graphics after all)
you still have your trusty flashlight but also no longer have to pick up the scuba gear
and the night vision is now part of your trusty revolver - and doesn't run out of batteries anymore
as you might have noticed the style is a little different
in the original game I made lowpoly models and tried my best to paint them up by hand (with various results)
the new models are all started as high poly models and baked into lower poly counterparts
I accidently discovered that todays modelling tools are perfectly capable of replicating Shiny's Messiah tech (circa 2001)
of course they were early adopters - nowadays all non lowpoly modelling techniques involve creating a high res model
and then somewhat making a lower one with better topology and baking the textures onto it
of course modern games bake the layers seperately (diffuse map, normal map, specular map, who knows what else map)
in this case all the lighting is baked into one single diffuse map
so I do a high poly version of the model using various primitives then make a voxelised version (Sculpting->Remesh in Blender)
then I throw some decimation on it and clean it up as much as I can and do the dreaded UV map
one downside of this technique that the models look awful with vertex lighting
and upside is that this means I don't have to calculate the model normals for animation
at first I was reluctant because the map format was not the best for it
the original game used a 2D raycastish approach for occlusion culling
this time I generate a voxelised version of the map, break it down into zones
calculate which zones can see each other
which is easier said than done (I plan on writing an article or video about this as it was a lot of work)
so this will open the door to make more vertical levels and gives me absolute freedom to make maps
only question is if people are ready for even bigger and more labyrinthine maps .. I will try and hold back 🤔
here are some new features that were added (that were not in the first game)
and there should not be any useless weapons
this approach was changed because after a few levels I just run out of guns to put in secrets
the plan now is that you will lose your items at the start of an episode and get a new set for each
(and able to collect all of them on the last episode - unless you used cheats of course 🤭)
an easy to set up mpeg1 player (the format became pubdom a while ago)
originally I wanted to replace the demo playback in the menu with a movie
(after nearly every patch the demo desynced at some point and it was getting increasingly silly)
and the only good small video player I found was pl_mpeg
and then I got mad with power and added a movie theatre level 🤭 (in the spirit of Duke)
turns out generating an ingame map for a full 3D level is no small task
I finally had a breakthrough after ditching the wireframe idea
and built a tool that can generate a low poly version of the level
(after throwing every triangle decimation technique known to man at the problem 😓)
but this came with a lot of problems: compatibility, setting up offscreen rendering is a nightmare
and of course on many video cards encountering a mirror slowed everything down 😓
this was solved with going back to an earlier technique: the copytexture feature in opengl
which copies part of the screen into a texture
I expected it to be slow but it's fast, compatible with even ancient machines and looks good enough
only tricky part of course is that it's limited by the window the game runs in but it's worth the trouble
in the original game I went out of my way to make glass break into the triangles
the glass model used - which was slow and didn't look good enough to make it worth it
so I've been trying to write a postmortem for the first Zortch game
turns out writing a postmortem is not my forte
here is a very short one
Things learned:
- people insist on 60+ fps for their games now
- it's not a good idea to make a game single threaded (vsync is unreliable)
- if you have your own engine you need to plan for multi threaded from day one - as windows doesn't like multithreaded opengl (unlike linux)
- people are all about the PS1 nowadays (low poly, unfiltered textures and so on)
- a game that is always on sale is probably not a good model (seems to confuse people, low price associated with low value)
- people will eventually demand gamepad support - might as well add it on day one
- you cannot make a level simple enough where people not get lost
- if your game is not on Steam it might as well not exist 😓
- if you publish your game on Steam either add achievements on release or don't bother later (unless you want to start fights)
(also formerly known as the Zortch expansion pack)
in the previous game Zortch has escaped from the planet of the Brainsuckers
and after a short trip in her new spaceship she falls onto a desert planet
due to an accident with microwave popcorn
she now finds herself in a conflict between the natives of the planet
the human settlers and a bizzare cybernetic cult that worships mites
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Links:
devlog of the first game
the first game
youtube version of the devlog
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a lot has happened since the release of the first game (about a year ago)
things got crazy, the game got a lot of fans it featured in many yt channels 😵
(of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck 🤭)
I made a lot of patches and drunk on confidence started working on an expansion pack..
it only meant to be a map pack with a few new things
and then I realised that the engine is not up for it
so I rewrote a few things to make it extendable
and then things got out of hand 😓
I still insist on calling it an expansion pack however
as I don't have any better ideas (let's just settle with sequel)
most of the devlog has already started in a short youtube video format this time
but as the original had it's devlog on itch.io I felt bad not having one here as well
I'm much less organized nowadays and sometimes just end up posting devlogs
to friends or any poor soul that comes across 😓
it's really just a 3D clone of 'Cat Gets 100 Stars' because I love that game 😓
https://archive.org/details/cat-gets-100-stars-projector
not in the browser
but there is a projector version of the original flash one:
(included here in the downloads) LAB_v2_projector_f25.zip
and there is also a remake: https://mutantleg.itch.io/lab-v30
problem is marketing methods change over the time .. simply because things change over the time
it seems that nowadays it's streamers and influencers opinion that people go for
otherwise there is just too much noise 🤔
if you want your game to be really popular you need to get really popular yourself first
like I see countless youtube channels with people working on unity games for years
posting their progress and such - with seemingly no chance of them ever finishing it
but gathering thousands and thousands of subscribers
now of course many yt channels will never get there
and I'm not sure those who did how they did it
but being attractive and popular irl seem to help 🤔
it seems to be a catch of 22 to be honest - it is often said you need money to make money
I guess it's true for other things - you need popularity to make more popularity 🤔
from my observation there seem to be a trend for which games this happens:
- very very hard games seem to go viral (e.g. dark souls, the worlds hardest game)
- horror games with jumpscares (e.g. fnaf, amnesia)
- multiplayer games (e.g. fall guys, recently helldivers 2)
- remakes of casual games that gone viral previously (e.g. flappy bird - before that helicopter game)
there are probably many more examples - pretty much anything that can be used for livestream content 🤔
overall it seems to me you need a different kind of skillset for making a viral game than just developing a good game
like there is more to it than just working hard .. seems beyond graphics and content too .. maybe it's just luck? 🤔
anyway I wouldn't be able to tell you what it is - I make the mistake that I make games that I want to play with
and in my games people usually get stuck on the tutorial level among other shenanigans 😓