Schlagwort: Infernax

  • Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Reading Time: 4 minutes

    Hey dudes, Mike from Berzerk here with some fresh blogpost for y’all. With Infernax coming February 14, the day of love, we figured we’d let you in behind our velvet curtains to show you what makes this retro action-RPG tick. 

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Sugar Rush

    Part of what made us want to do Infernax in the first place was to create a game the closest to something we would’ve played back when we were but wee childs. To be more exact, we wanted to have a game that looked like it was straight out of the 80s but would have never been released, a mythical game you’d talk about in the school courtyard, a game that had everything you wanted in your child’s mind.

    So we went with that premise, instead of going with a 100% accuracy we decided to design the game around the imagination of a sugar powered kid; we took a skeleton of a few games we liked and powdered that with a ton of “no way” moments.

    What if the game remembered what you did, what if it had way too many secrets, what if it was also disgustingly gory; it’s all of those things. The story is all built on your decisions, and those decisions guide what upgrades you get, what quests become available to you.

    Making old new again

    Fun part about that process is that most of the things we’d speculate games to be able to do (and by speculate I really mostly mean we’d lie our asses off for a moment of glory during recess) ended up in modern game design.

    What we ended up doing was creating an evolutive narrative that took the player’s choices into consideration, every choice they’d make would move the story forward in one way or another. That in turn created a fun new dynamic that people would want to replay the game to see what would have happened if they did something different, and true to our younger selves we decided it would be hella rad if when they did, it actually changed how they’d play the game, because nobody wants to do the same thing twice just for a blurb of text. Could be that saving this one guy from hooligans gives you a different spell, or maybe some brigands you chased come back for you later on, what if you joined them instead, maybe they’d split the spoils with you?

    So that snowballed pretty fast and we ended up with like, over a handful of different playmodes that you unlock every time you finish the game, or that you can unlock via a code.

    Oh and blood. Gallons of blood. Several truckloads of blood. Gory bits and everything in between. Because there’s no way that would’ve passed the counsel of video games back in the 80s.

    Old vs. New

    One of the biggest hurdles we’ve had, I mean other than defying the whims of whoever is running this simulation, was trying to expand a small cryptic experience to a more accessible longer experience without losing what made it special. Our game was initially only an hour or two long, it was designed to be a short, but hard experience.

    Playing the knife game is fun for 10 seconds, but 7 hours straight might be a bit pushing it.

    It was always meant to be difficult, punishing, unforgiving, that was the design; that was the original selling point, the vision. 

    We wanted to divert from the conventional mold, not feed the player the solution but rather let them feel smart for figuring it out. But that’s pretty much fighting against 30 years of established game design, with arrows pointing the direction you need to go, or magical creatures whispering sweet nothings in your eardrums.

    On the other hand, we did want a wide variety of humans to be able to enjoy Infernax, not everyone is a thirty-something masochist that enjoys having to dig through dusty tomes to find what hidden block holds a chicken. 

    Accessibility and old school design go hand in hand about as well as anchovies on a pizza; yeah I said it, fight me.

    So we made some concessions to expand the game’s world without feeling tedious. We changed some expected irritants to make them more palatable: a well placed save point will go a long way. We implemented a new difficulty setting that adds a few in dungeons for those who don’t enjoy the thrill of failure, so they don’t have to learn perfect execution. We also made the decision that some parts were going to make you feel like the game hates you, and that’s okay.

    On top of that, we remembered a little something we’d used to do as kids when a game was too hard for us: cheat, cheat the hell out of it.

    We already had the code system implemented to modify the game in some way, why couldn’t it work like it actually did back then? We added various game modifiers through these codes that help the player through harder parts if they need to, people are going to cheat anyway, might as well help them do it right.

    The result is something unique, and something we’re very proud of. We hope you like it as much as we had fun making it. So yeah, this Valentine’s Day of 2022, show your loved one you’d die for them, over and over and over in Infernax!

    Website: LINK

  • Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Reading Time: 4 minutes

    Hey dudes, Mike from Berzerk here with some fresh blogpost for y’all. With Infernax coming February 14, the day of love, we figured we’d let you in behind our velvet curtains to show you what makes this retro action-RPG tick. 

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Sugar Rush

    Part of what made us want to do Infernax in the first place was to create a game the closest to something we would’ve played back when we were but wee childs. To be more exact, we wanted to have a game that looked like it was straight out of the 80s but would have never been released, a mythical game you’d talk about in the school courtyard, a game that had everything you wanted in your child’s mind.

    So we went with that premise, instead of going with a 100% accuracy we decided to design the game around the imagination of a sugar powered kid; we took a skeleton of a few games we liked and powdered that with a ton of “no way” moments.

    What if the game remembered what you did, what if it had way too many secrets, what if it was also disgustingly gory; it’s all of those things. The story is all built on your decisions, and those decisions guide what upgrades you get, what quests become available to you.

    Making old new again

    Fun part about that process is that most of the things we’d speculate games to be able to do (and by speculate I really mostly mean we’d lie our asses off for a moment of glory during recess) ended up in modern game design.

    What we ended up doing was creating an evolutive narrative that took the player’s choices into consideration, every choice they’d make would move the story forward in one way or another. That in turn created a fun new dynamic that people would want to replay the game to see what would have happened if they did something different, and true to our younger selves we decided it would be hella rad if when they did, it actually changed how they’d play the game, because nobody wants to do the same thing twice just for a blurb of text. Could be that saving this one guy from hooligans gives you a different spell, or maybe some brigands you chased come back for you later on, what if you joined them instead, maybe they’d split the spoils with you?

    So that snowballed pretty fast and we ended up with like, over a handful of different playmodes that you unlock every time you finish the game, or that you can unlock via a code.

    Oh and blood. Gallons of blood. Several truckloads of blood. Gory bits and everything in between. Because there’s no way that would’ve passed the counsel of video games back in the 80s.

    Old vs. New

    One of the biggest hurdles we’ve had, I mean other than defying the whims of whoever is running this simulation, was trying to expand a small cryptic experience to a more accessible longer experience without losing what made it special. Our game was initially only an hour or two long, it was designed to be a short, but hard experience.

    Playing the knife game is fun for 10 seconds, but 7 hours straight might be a bit pushing it.

    It was always meant to be difficult, punishing, unforgiving, that was the design; that was the original selling point, the vision. 

    We wanted to divert from the conventional mold, not feed the player the solution but rather let them feel smart for figuring it out. But that’s pretty much fighting against 30 years of established game design, with arrows pointing the direction you need to go, or magical creatures whispering sweet nothings in your eardrums.

    On the other hand, we did want a wide variety of humans to be able to enjoy Infernax, not everyone is a thirty-something masochist that enjoys having to dig through dusty tomes to find what hidden block holds a chicken. 

    Accessibility and old school design go hand in hand about as well as anchovies on a pizza; yeah I said it, fight me.

    So we made some concessions to expand the game’s world without feeling tedious. We changed some expected irritants to make them more palatable: a well placed save point will go a long way. We implemented a new difficulty setting that adds a few in dungeons for those who don’t enjoy the thrill of failure, so they don’t have to learn perfect execution. We also made the decision that some parts were going to make you feel like the game hates you, and that’s okay.

    On top of that, we remembered a little something we’d used to do as kids when a game was too hard for us: cheat, cheat the hell out of it.

    We already had the code system implemented to modify the game in some way, why couldn’t it work like it actually did back then? We added various game modifiers through these codes that help the player through harder parts if they need to, people are going to cheat anyway, might as well help them do it right.

    The result is something unique, and something we’re very proud of. We hope you like it as much as we had fun making it. So yeah, this Valentine’s Day of 2022, show your loved one you’d die for them, over and over and over in Infernax!

    Website: LINK

  • Die Entwickling von Infernax, dem Retro-Game aus den Kindheitsträumen von Berzerk Studio

    Die Entwickling von Infernax, dem Retro-Game aus den Kindheitsträumen von Berzerk Studio

    Reading Time: 4 minutes

    Hey Leute, Mike von Berzerk hier mit einem neuen Blogpost für euch. Da euch Infernax ab dem 14. Februar erreichen wird, wollten wir euch auch schon mal hinter den Samtvorhang gucken lassen, um euch zu zeigen, wie dieses Retro-Action-RPG funktioniert.

    Die Entwickling von Infernax, dem Retro-Game aus den Kindheitsträumen von Berzerk Studio

    Zuckerrausch

    Eine unserer Inspirationen für Infernax war der Wunsch, ein Spiel zu erschaffen, dass möglichst nah an das kommen würde, was wir als kleine Kinder gern gespielt hätten. Um genau zu sein: wir wollten ein Spiel, das aussieht wie etwas aus den 80ern, aber damals nie rausgekommen wäre – ein mysteriöses Spiel, über das man auf dem Schulhof redet, ein Spiel, das alles hat, was man als Kind wollte.

    Also haben wir diese Grundlage genommen und statt auf 100 % Genauigkeit zu zielen, haben wir uns vorgenommen, ein Spiel so zu erschaffen, wie die Vorstellung eines Kinds im Zuckerwahn aussehen könnte: Aufbauend auf dem Skelett von ein paar Spielen, die wir mochten, und dann gewürzt mit jeder Menge “Wie krass!”-Momenten.

    Was, wenn das Spiel sich daran erinnern würde, was man getan hat? Wenn es super viele Geheimnisse gäbe? Was, wenn es auch noch richtig eklig wäre – alles auf einmal? Die Geschichte baut sich aus euren Entscheidungen auf und eure Entscheidungen beeinflussen immer, welche Upgrades für euch verfügbar werden und welche Quests euch angeboten werden.

    Aus alt mach neu

    Ein Riesenspaß bei diesem Prozess war, dass die meisten Sachen, über die wir als Kinder phantasiert haben (oder eher rumgesponnen und dramatisch übertrieben und gelogen haben, als es um Ruhm und Ehre auf dem Schulhof ging), jetzt im modernen Spieldesign auftauchen.

    Was wir am Ende gemacht haben, war eine sich entwickelnde Erzählung zu kreieren, die eure Entscheidungen berücksichtigt. Jede Entscheidung verändert, wie sich das Spiel weiterentwickelt. Das wiederum bedeutet, dass man das Spiel auch noch mal spielen will, um zu sehen, was eigentlich passiert, wenn man sich anders entscheidet – und das müsste dann, um aufregend zu bleiben, auch immer die ganze Spielweise ändern, weil man nicht stundenlang immer wieder das Gleiche machen will, nur um ein bisschen neuen Text zu sehen. Kann es sein, dass die Zivilcourage, diesen einen Typen vor Hooligans zu retten euch einen anderen Zauber gibt oder dass ein paar Fieslinge, die ihr gejagt habt, sich später rächen – oder was, wenn ihr euch ihnen anschließt, vielleicht teilen sie dann ihre Beute mit euch?

    Das entwickelte sich ziemlich schnell lawinenartig und wir hatten am Ende eine Hand voll verschiedener Spielmodi, die ihr jedes mal freischaltet, wenn ihr das Spiel fertig spielt – oder über einen Code.

    Oh, und Blut. Literweise Blut. LKW-Ladungen Blut. Eklige Teile und alles dazwischen. Weil das einfach in den 80ern nie erhältlich gewesen wäre.

    Alt vs. Neu

    Eine der größten Hürden, die wir überwinden mussten – abgesehen natürlich von den dummen Ideen der Person, die diese Simulation laufen lässt, war die Erweiterung einer kleinen, kryptischen Erfahrung zu einer zugänglichen und langen Erfahrung, ohne das Besondere daran zu verlieren. Unser Spiel war ursprünglich nur ein oder zwei Stunden lang – eine kurze, aber harte Erfahrung.

    Das Messerspiel für 10 Sekunden zu spielen macht Spaß, aber 7 Stunden am Stück wären wohl eher ermüdend.

    Schwierig sollte es immer sein, sogar hart bestrafen und unnachgiebig sein, so sah das Design es vor und die Vision war entsprechend konstruiert.

    Wir wollten aus der klassischen Form ausbrechen und euch beim Spielen die Lösung nicht servieren, sondern das Gefühl geben, dass ihr clever wart und etwas herausgefunden habt. Aber das kämpft nunmal auch gegen die letzten 30 Jahre Gamedesign, die Pfeile eingeführt haben, die die richtige Richtung anzeigen oder magischen Kreaturen, die nett in eure Ohren säuseln.

    Auf der anderen Seite wollten wir viele Menschen für Infernax begeistern, nicht nur Masochisten in den 30ern, die gern staubige Bände wälzen, um herauszufinden, welcher versteckte Block ein Hühnchen verbirgt. 

    Accessibility und Game-Design der alten Schule passen aber leider so gut zusammen wie Sardellen und Pizza – wenn ihr ein Problem damit habt, können wir das gern diskutieren.

    Also haben wir ein paar Veränderungen eingebaut, um die Welt des Spiels ohne Anstrengungen zu erweitern. Wir haben ein paar erwartbare Störungen ausgeräumt, um sie verträglicher zu machen: Gut platzierte Speicherpunkte bringen euch weit. Mit anderen Schwierigkeitsstufen haben wir auch einige dieser Speicherpunkte in Dungeons hinzugefügt, damit auch diejenigen Spaß haben, die nicht so aufs Verlieren abgehen, dass sie unbedingt die perfekte Ausführung eines Tricks lernen wollen. Wir haben uns auch entscheiden, dass einige Stellen des Spiels sich so anfühlen, als ob das Spiel euch persönlich hasst, und dass das voll in Ordnung ist.

    Zusätzlich haben wir uns daran erinnert, was wir als Kinder gemacht haben, wenn ein Spiel zu schwierig war: Cheaten, Schummeln, Mogeln! 

    Wir hatten schon ein Code-System implementiert, das das Spiel in gewisser Weise verändert, wieso sollte das also nicht so funktionieren wie früher? Wir haben verschiedene Spiel-Modifikationen in den Code eingefügt, die euch durch die schwierigen Stellen helfen können – ihr werdet ja eh irgendwo schummeln, warum sollten wir euch das nicht einfacher machen?

    Das Ergebnis ist etwas Einzigartiges, auf das wir sehr stolz sind. Wir hoffen, dass ihr es so sehr mögen werdet, wie wir das Erstellen mochten. Also: Valentinstag, 2022, ihr habt eine Verabredung mit Infernax und könnt darin immer, immer, immer wieder sterben!

    Website: LINK