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Layers of fear - A beautiful disappointment

4/1/2020

0 Comments

 
Layers of Fear is a psychological horror game. It's beautiful in many ways, and barely alive in others.  
While I do recommend you to play through this game, I do think it does more excellent in some areas, and not so well in others. 
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Overall
Art
Audio
Story
Gameplay
5/10
10/10
8/10
5/10
2/10​

Art and audio

​The art style and visuals is A++. Super creative. This is for me enough reason to play the game. The visuals are extremely beautiful. It's hard to capture in images, because it is all about motion. But I tried anyways.

The audio is just as well as the visuals, beautiful - but sometimes cheap sounds are used like screams or baby noises, while they don't really belong.
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Story

In Layers of Fear, we follow a painter who has gone crazy mad. You play inside his insanity and recall what lead him to his current madness. This by itself is very clever, but there could have been much more to this story. The execution of this, however, is well done - as you wander around the game, you can never be too certain about the next thing that will happen. At least not in the first hour that you play the game.  

Puzzles

​The puzzles are way too easy. All they ask of you is to search and find 3 numbers, with a VERY few exceptions.

Gameplay

​There's not much of a game. You just walk around, meet a jumpscare once in a while and that's pretty much it.

I didn't really get immersed, only for the first half hour - then you get used to repeating patterns. There's no real challenge. You can be very sleepy and still beat this game.
This game is to be played for the experience, not for gameplay. If you are hoping for actual gameplay you will get very dissapointed. I would almost say the game would have been better without the puzzles.

Conclusion

The game has such high production value, and it is honestly a shame to see such a bad game design (sorry to whoever designed it) on a game with so many talented and creative people in it. The game, in some parts, just feels shallow.

If Layers of Fear had linear progression, harder puzzles and did not use cheap jumpscares as the only mean of horror, I believe this had the potential to be a really good game. But wow, it was so pretty. 
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I'm back!

4/17/2018

2 Comments

 

What has been going on!?

I'm   so happy that this is going to happen!
Finally I have time again to work on Wituz, and deliver some awesome content to all of you.  It's a bit confusing to be back, since it has been so long ago since I posted the last time. But  I think it is just a question about time before I adapt to this again. 

So the reason why nothing has happended for so long is that I had a full time job  for a year, and then I began  school at the IT university of Copenhagen.  And so I thought that the content I learned at school could be taught on this website, I think a lot of it is too dry and irellevant  to fit on this site.   So the last 2 years I have been working hard on other things, improving my skills and so on. Now a web days ago I stopped working, only studying and doing Wituz, among other projects, but more on that later. 

​For now I'm just hyped about being back.  Oh, by the way, this is my school:
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fancy, chilly place :)

Sooo... what's gonna happen?

I'm gonna do a small projects every 2-3 weeks, or every month, depending on  the size of the project.  Right now we are doing a pretty big project at school, so I would like to get ahead with that before starting on this. 
Some things I really want to do:
  • Finish the Playstation 1 tutorial
  • Online  browser games
  • A website platform for indie games
  • Mobile games
  • Perhaps mobile apps as well 
  • Playing your awesome games, perhaps on stream, or for YouTube
 As always, stay awesome. 
And see you around. 

Your friend,
- Wituz
(ugh my writing style is getting so formal and academic) <3
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2 Comments

Presenting: The Wituz system

4/4/2016

0 Comments

 
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It's time to reveal what has been going on behind the scenes.
As you've already seen, the website has been re-designed.
We already have a highscore-system to use with out games.
But do we have an account system?
​
Actually not. 
And that's what we're going to implement very soon. 
Because I don't have time to make big games.
So I'll make many small games instead. 
And they'll all be connected to your account. 

The idea
All the small games are in fact one big game. Some of them are related, and it will be nessasary to  play one game to unlock or finish another. 
I can't gurantee that all of them will be based on scores, but scores or unlockable content will be a big part of it. The more you explore, the more you gain, and the more benifits you'll have across the site. Because all the games will be intergrated with the site, as will the tutorials. 

I'm working on the backend for this at the moment, and I can't say when it's launch-day, since it is all dependant on the games in the end - and I want the games to be worth playing. That's why most of you are here. 

So while many of the small games are released, you can also look foward to many timelapses and full-game development videos on YouTube. 

I am moving to Copenhagen in less than tho months, and thereby we'll have the ability to stream game development speedruns. I'd love to do a stream where the viewers have an impact of the game that's being created. 

A lot to do, a lot to look foward to. Hopefully it'll make sense in the end. If it succeeds, there will be much more potential to talk about, but we'll do that later on. When the summer begins, all my focus will be on the education, and everything related to that was mentioned in the previous post. It's all going to be great!

Stay awesome. 
- Wituz

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Wituz. Where are you?

3/30/2016

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 A lot of people (including myself) has been wondering what I am doing, and why there haven't been more activity on the site, and on YouTube for a long while.

Currently, I am working full-time as developer at Rebel Penguin. That requires a bunch of time, since I live a long distance away from my work. Most of my sparetime is spent in public transportation, and of course in the weekends. 

That means, I will try to update the website/channel as often as possible, yet there is not much time for it at the moment. But don't worry. Here comes the good part:

In this moment I have applied to the IT university of Copenhagen. If I get in, then I will basically deliver you an entire education online for free, on YouTube. Everything I'll be learning regardless if it's marketing or programming will be put in courses on YouTube. I thought it would be a good opportunity, since it's a good way for me to take notes and improve my teaching skills, and who doesn't like free education?

So we can hope that I get in. If I do not get in, we'll sort it out. Wituz won't die at any point. 
When it comes to games, I of course don't have much time either, but I try to make quick games in the evening.

​I'm soon moving, and when I move the internet will allow me to stream. That means that we can have evening streams where we make games with strange themes from scratch to deploy in an evening, and that is something that I have wanted to do for a looong time, but haven't been able to, since our internet speed at home is 5 mbit down, 0.5 mbit up. Yey!
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A combo system. A .. Combo system?

7/6/2015

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Hello there fellow Wituz'ers. 
Today I'll be talking about something related to the game, A Snail Tale, which is in development at the moment. If you don't know about it, be sure to check it out at http://asnailtale.com.
The blog will now be updated each week. Lots of good content will be coming out here.


When that's said, let's jump straight to the combo's. 
I am supposed to write a combo system for A Snail Tale, and I'm going to let you in on how the structure of it probably is going to be like. 

So first, what is a combo?
Well, in a fighting game, combos are combinations of key pressed within a time interval. If you press the right keys, you'll maybe get the player to throw the enemy, or to summon a dinosaur, or whatever your crazy fantasy can imagine. 
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So by using combos, you can expand the current set of keys, and make the game even more fun and advanced. That sounds sweet. Let's grab an example for those of you who still don't know what a combo is. 

To make the player DOUBLE JUMP he needs to press the X key twice within a half seconds. The structure of the combo would be something like:

Listen for the key X ->
Make the player jump. Start a timer ->
Listen for the key X ->
If the timer is less than 0.5, make the player jump again.

That's easy to use if you only need one combo. But what if you need 10.000 combos?
Always think in universal ways when programming. No exceptions. 
On monday, in the next week, we will make a universal combo system. 
Afterwards, we will implement it in Unity. 
And I'll show you a scene from A Snail Tale. 

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A Snail Tale     Fixing bugs in jumping

5/18/2015

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Hey there. 
This week I encountered a bug. 
It was a bug in the jumping system of the snail. 
I've made a script that makes a snail move in a downhill slope. The script did it this way:
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1. Ensure that the snail isn't jumping (using colliders)
2. Raycast to the ground
3. Stick to the ground

The problem were when the snail jumped into a wall in mid-air, it would instantly teleport to the ground. So what caused this?
The error were hidden in the code of step 1. Because that I used colliders, the snail could not determinate if the wall in mid-air was the ground. Therefore, I now use raycasting to check if the player is on the ground. 

Remember, colliders and charactercontrollers might be easy to use at first, but later on they might not work as you want them to. If you have the time, I'll recommend you to write your own scripts for everything, and make sure that they are re-useable. That way you will not only learn a lot, but you will also spend you time with care. 

See ya later.
- Wituz
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Is it true that snails can run?

5/10/2015

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At the moment, I am working on a script that can make a snail move and attack. Of course, no, I'm not talking about those guys you can find in your forest, but more as the snails that are in the video game that we're working on!
Ay! Mighty bug is going down.
We're still in an early stage of development, but we've got everything organized by now, using http://trello.com (no, they did not ask me to advertise them), and it is actually working out really great. If you're in doubt about how to manage a project, I'd strongly recommend you to give Trello a visit. 

In this exact moment, I was facing an issue on the project. I wanted to make the snails run with acceleration, and then deaccelerate the snails when they change direction. If you're into Unity, you might have heard that you can easily move things with slopes and everything using a CharacterController. The way I fixed this was simply to make a variable that was a modifier, and multiply it with the variable that controls the speed of the snail. 
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That's the movement code. Simple and effective. I hope that it can give you some inspiration as well. 
If you're not that much into programming, have a look below, these are all links to the blogs of the other team members who are developing the snail game. 

Topi Aarnio – Lead Designer - https://aarniodesign.wordpress.com/
Alexander Vincent - Lead Artist - http://www.twitch.tv/dino__sawr
Frederik Tejner Witte - Lead Programmer - You're already here, duh

- See ya later
Wituz
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Two amazing news at the same time - Unreal Engine 4 & Unity 5

3/4/2015

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It happended

So yeah, I'm sitting here now and feels with the people who recently bought Unity 4 for $1500. I watched the Unity 5 livestream. I'm going to introduce you to the main headlines of the past week. Both Unity 5 and Unreal Engine 4.7 has been released. 

Unreal Engine is going to be free but as the clever guys who writes things way more complex than it really is says:
"It's free with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products"
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So yeah, free. 
And if you're lucky enough to earn $3.000 from a game, I bet you're happy to share a few amount of money with Unreal - It's the same thing as before, except the Engine itself is free now!
Also they have just released this amazing update, just makes everything a whole lot better. 


Unity 5 is also going to be free .... but
All of the features is in Unity 5, however there are some limitations about that you can't customize the splash screen unless you pay for a pro license. They've introduced this "Personal" license, which suits personal projects, and you can actually distribute your game to a limited amount of platforms without paying - I'm not really sure about how this system works, but I'm somehow sure that there will be some kind of payment to Unity in the personal license. 
When that's said, they have 21 platforms... wait, what? Yeah! 21 platforms that you can export to. 
Yesterday I watched the Unity 5 livestream, where they showed some sample projects from Unity 5.
The visuals are (in my opinion) not as great as those you can achieve in Unreal Engine, and I definitly think that Unreal has the real bonus in the visuals, however, Unity 5 is easy to use, and is very use-friendly. 
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I haven't tried Unreal Engine yet, but I'll dive into it soon. I'll write a post when I'm into it and say my final words about the two engines. When that's said, the engines might look like almost the same, but should be used for different projects - My general thought is prepare the thoughts of the project, then pick an engine that fits it. 

Don't love my English ^^
- Wituz
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Happy Landscape Monday

3/2/2015

1 Comment

 
In Unity3D, here are some landscapes that were really fast to make. I'm considering to make a tutorial for you. The first Unity 3D tutorial will be out this week \o/. 

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.... and the final one - not really proud of it, but thought I'd share it anyways. 
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Stay awesome, and be sure to contact me if you want some feedback on your landscapes ^_^
BTW I love comments. 
Tracking hits
1 Comment

Status: Programming a snail!

1/26/2015

3 Comments

 
It's true - At the moment, I'm simply just sitting and programming snails and gates. Don't worry, it will soon make more sense. If you like games like Castle Crashers, or simply just like to have a good time with yourself or with your friends, then this game is for you. In 2.5D, you're playing as snails to beat up some enemies and bosses, while exploring beautiful landscapes. Like many other beat'em'up games, this is a sidescroller, but it is definently going to be unique, both gameplay- and art-wise. 
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The team consists of 6 very talented and productive people, below is some basic information about them.

Lead designer        -        Topi Aarnio
Producer/ect.         -         Ladbon Monjezi
Programmer           -          Frederik Witte (Me!)
Artists                       -          Alexander Vincent, Ajmal Rizni

Animators                 -         Ajmal Rizni, Freyr Porvaldsson
Web Developer          -          Freyr Porvaldsson

I am so excited to show you more about this project, but for now I'll leave it this way, though I can tell you that we're all working at the moment. I'm thinking about opening a stream, so you can see what's going on when I'm programming on this project (if my internet will allow it). A stream would be perfect, since the project is progammed in Unity, and that there soon is coming a set of Unity tutorials on this site, so if you're learning or wants to learn more, this is a good opportunity. 
Stay awesome!
Tracking hits
3 Comments
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  • Home
  • Tutorials
    • GameMaker >
      • Beginner >
        • Create a maze game with levels
        • Create a very simple hit-the-ball game
        • Load/save your game
        • Physics in GameMaker!
      • Intermediate >
        • Create a tower defense game!
        • Split-screen Multiplayer - GameMaker:Studio Tutorial
        • Save and Load Objects using INI files - GameMaker:Studio Tutorial
        • Smooth Camera in GameMaker Using Views
        • Multitouch on devices
    • Unity >
      • Beginner >
        • Create a marble roller game in Unity
        • Make a burning meteor using particle systems in Unity 5
      • Intermediate >
        • Using Character Controllers in Platform Games (Unity 5)
    • Miscellaneous >
      • Make your own "Twitch-Plays" stream
      • Generate a normal map from just one texture
      • Sort your messy folders
      • Modelling a planet in Blender
    • Video tutorials >
      • Make Playstation 1 games
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