We’ve Been Selected for the PAX East Indie Showcase!

Game Revenant can now announce that Where Shadows Slumber is one of 5 games selected to be a part of the PAX East Indie Showcase (PEIS) this coming March.

“Each year we showcase a collection of the best indie games you’ve never heard of available on mobile platforms.”

– PAX East Indie Showcase Team

This is fantastic news! The organizers at PAX know how difficult it can be to stand out in today’s saturated mobile market. They’ve decided to highlight our game, as well as four of our peers, in a showcase they refer to as “a collection of the best indie games you’ve never heard of available on mobile platforms.”

We couldn’t agree more. Our game is unknown and the company is obscure (what is a revenant, anyway?) so we really appreciate this chance to shine!

 

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Where Shadows Slumber

Where Shadows Slumber is a brooding puzzle game that takes place in a shadowy, abandoned world. You will aid the main character in his search for redemption – a search that spans numerous worlds and introduces you to a cast of mysterious figures. Who rules this forgotten land? And who will be left once the adventure draws to its inevitable conclusion?

The only tool at your disposal – besides your intellect – is the chaotic nature of the universe. Anything that is not touched by light has the freedom to change. This governing principle will be your guide in the darkness, but also your undoing. After all, if you are not touched by the light, you have the freedom to change as well. What will you become?

The app we’ve released for free online (via the App Store and Google Play) is a short demonstration of the full game’s stunning worlds, mind-bending mechanics, and haunting story. The full game will be released at a later date, to be determined. The game was designed exclusively for mobile phones and tablets.

Stay in touch and receive regular updates from us through the following links:

Website: http://www.WhereShadowsSlumber.com
Facebook: https://www.facebook.com/GameRevenant/
Twitter: https://twitter.com/GameRevenant

 

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Artist Frank DiCola (left) and developer Jack Kelly (right) talk with fans. Photo credit: Earl Z. Madness / Instagram; studiomadness / Twitter; MadnessEarl / http://www.pixeljournalism.com

Meet The Developers

Where Shadows Slumber is a labor of love created by the two man team of artist Frank DiCola and developer Jack Kelly. The game is being published by DiCola’s studio, Game Revenant.

Frank DiCola is a life-long lover of video games and gamer culture. He credits his love of gaming to spending long hours as a child watching his older brother Paul beat games on the Super Nintendo. He has a Bachelor’s Degree in Visual Art & Technology from the Stevens Institute of Technology, as well as a Master’s in Software Engineering. He serves as the lead Sound and Visual developer on Where Shadows Slumber, as well as Chief Marketing Guy.

Jack Kelly is also a video game lover, growing up with computer games like Diablo II and StarCraft: Brood War. He also graduated from Stevens Institute of Technology, with a Bachelor’s in Math and a Master’s in Computer Science. He spends basically all of his free time acting as head (i.e. only) Developer and Designer for Where Shadows Slumber.

Caroline Amaba is a Senior Web Developer, currently hustling at VaynerMedia. She’s a huge nerd, in love with video games, board games, and dungeon-delving. Caroline’s got a B.S. in Computer Science and a B.A. in Art & Technology from Stevens Institute of Technology. She got involved with Where Shadows Slumber when, well, Frank asked. Anything for the games! Follow her on Twitter (@clineamb), Twitch (knilly_line), and Instagram (@clineamb).

 

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PAX East? Never Heard Of It…

The PAX East Indie Showcase is just a part of PAX East, one of many huge shows throughout the year that carries the Penny Arcade brand. PAX East is held in Boston, Massachusetts, which makes it one of the best shows for us to demo at since it’s so close to our native Hoboken in New Jersey. Where Shadows Slumber has not been shown at a PAX event thus far, but I brought Mr. Game! to PAX Prime (now called PAX West) and it was incredible. The PAX shows are always a blast, always packed, and always successful! We’ll be bringing the demo along, as well as some grey-box test levels for you super dedicated fans to try out.

If you have a game that was not accepted, do try again next year. We didn’t give up after Where Shadows Slumber was left out of last year’s IndieCade. (Not to mention all of the times Mr. Game! has been turned down by contests and publishers.) Keep at it, and one day you’ll be writing a press release like this!

Congratulations to the other games that were selected along with Where Shadows Slumber, listed below:

  • Agent A: A Puzzle In Disguise (link)
  • Bulb Boy (link)
  • Ellipsis (link)
  • Tavern Guardians (link)
  • Where Shadows Slumber (link)

Hope to see you at PAX East!

 

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Coming to PAX East 2017? Let us know in the comments below! We’d love to meet with you, whether you’re a devoted fan, a member of the press, or a serial killer. Stay tuned for detailed information about where our booth is going to be in the coming weeks.

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.

Mechanic Spotlight: Shadows, Part 2

Where were we before we were so rudely interrupted by my extreme laziness? In my last post, we went over the basics of how shadows operate in Where Shadows Slumber. This week, we’ll pick up where we left off, and I’ll describe the way I actually implemented shadows, and the reasons for doing so.

Last time, I described two different ways to think about objects changing in shadow. Unfortunately, I did so in a sentence that, in retrospect, looks simply confusing:

[Things] can always change when put into shadow, or they can only change when you move around the object casting the shadow, so you’re on the other side of the casting object, relative to the changing object.

Yeah, that’s no good. So let’s figure out what this means, in a way that’s a little longer, but easier to grasp. We’ll use the classic pillar / bridge problem, where the pillar is casting shadow, and the bridge is changing with that shadow.

If I walk past the pillar, the shadow will overcome the bridge. If I continue walking, the shadow will move, the bridge will be revealed, and at this point, it should have changed. This is exactly what we want.

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Not only is the pillar / bridge problem less violent than the trolley problem, it’s more relevant!

Now consider the scenario where I start to walk past the pillar again. The shadow overcomes the bridge again, but this time, I stop walking, leaving the bridge in shadow. Instead of continuing forward, I turn around and go back. The shadow moves, so we can see the bridge again, but we’re on the same side of the pillar as we started. Now the question arises – should the bridge have changed?

This is a very important question when considering this mechanic. Thinking about it from a ‘pure’ standpoint, of course the bridge should have changed – it was in shadow. After all, that’s the rule, right?

This was exactly my thought process, and is why I implemented the mechanic in the way I shared in my last post. The early prototype we made behaves in exactly this way. However, as I got further into level design, I realized that this is not what we want. In order for many of our level designs to work, the above scenario would need to result in the bridge not changing.

When designing levels for a game like this, there are a number of considerations to make, but one of the most important is to remember that the player will not always do what you want. I may want the player to walk around the pillar, but the player may instead decide to walk behind the pillar, and then turn around. If I need the player to end up on the far side of the pillar (for a story event, part of the puzzle, etc.), that becomes hard to accomplish with the current version of the shadow mechanic.

So, it seems that we need to update the implementation of our mechanic. The way we want it to work has more to do with what side of a shadow-casting object we’re on – the bridge can only change when we move around the pillar.

Fortunately, this is actually an easier problem than the previous one. When we think about it this way, we don’t even need to use shadows – what we’re really checking is when we pass the object. When the light (player), the blocking object (pillar), and the shadow object (bridge) are all in a row (collinear), we can simply know that the object is in shadow rather than checking. This is true when we make a few assumptions:

  • Both the pillar and the bridge are about the same size. This means that we may have to break the bridge up into a number of 1×1 ‘shadow objects’.
  • Each light involved originates from a single point (so point/spot lights, not directional lights).
  • The bridge is further away from the player than the pillar.

When all of these conditions are met, we can ignore the shadow itself, and just change the bridge when the player passes the pillar. It’s a little hard to conceptualize, but a picture is worth a thousand words!

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Alright, maybe like 500…

At the moment the player passes this ‘collinear point’, we trigger the shadow object to change (note that at that moment, the shadow object will be entirely in shadow). But the shadow is just there for cosmetic purposes, like a magician’s illusion – it’s so you don’t see the trick!

As I said before, this problem is much easier to solve – every frame, we simply compare the angle from the player to the blocking object with the angle from the player to the shadow object. When those angles switch, it means that the shadow object is in shadow and should change.

In this way, we can easily keep track of when a shadow object should change. There are a few ways in which this situation can become more complicated – if there are multiple lights or blockers that should affect a single shadow object, if there are multiple shadow objects that should use a different set of lights or blockers, etc. These are all very important things, but they’re all things that can be implemented by carefully extending the system we laid out above. As such, implementing them is left as an exercise to the reader : )

There are still ways we can use the previous implementation to help out with the shadow system. There are a few cases where we might need to actually know if an object is in shadow, rather than just making the assumption that it is. Thus, our shadow system includes a sort of ‘back-up’ shadow-detection – in certain cases, we fall back on the more accurate, more expensive shadow detection we worked on in my last post.

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That finishes up our high-level overview of our implementation of the shadow mechanic – I hope you enjoyed it. Let us know if you have any questions or feedback! As always, you can find out more about the game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Jack Kelly is the head developer and designer for Where Shadows Slumber.

2016 Year In Review

Christmas is behind us, and the year is coming to an end. For the final blog post of 2016, we decided to recap the major events in the lifetime of Where Shadows Slumber that occurred this year.

When we began 2016, the game’s demo (currently available on iOS and Google Play) was only 2 months into development. As we created and refined our 10 level demo over the next 12 months, we also had the opportunity to attend some incredible game industry events. Here are some of our favorite development milestones!

 

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Jack got cropped out of this picture, as punishment for being too darn tall.

April / IndieCade East

At the very end of April, we had the great fortune of attending IndieCade East. This juried “Show and Tell” event required us to submit an application and go through an approval process before being allowed to showcase the game. We’re so glad that the judges were impressed with our game, even during its infant stages. This was the earliest feedback we got from total strangers, and it was positive yet constructive.

 

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Dan Butchko, the CEO of Playcrafting.

July / Playcrafting Summer Expo

Throughout the year, we attended two of the gaming nights hosted by Playcrafting at Microsoft’s offices in New York City. These intimate gatherings are great for indies looking for a foothold in the industry – lots of people go to them, admission is free for developers, and there’s even free pizza! Both the Spring Expo and July’s Summer Expo were excellent opportunities for us to show off the game and get some candid feedback from strangers.

 

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September / Studio Madness

After a busy summer, we finally got a chance to sit down with Earl Madness, a photojournalist we met at IndieCade. Our long form interview is available to view on YouTube – in it, we discuss our hopes and dreams for Where Shadows Slumber, as well as some general thoughts about the game industry.

 

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October / Website Launches

Web developer Caroline Amaba pulled off an incredible feat in October – creating a website as beautiful as our game! The site launched in October and has been a massive source of subscriptions to our newsletter, which means traffic is high as well as interest. Keep up the good work, o Mistress of Webs!

 

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October / Gameacon

We attended Gameacon 2016 in Atlantic City, NJ for the first time in October. For a new convention, we were pleasantly surprised by the crowd that came to our table to see Where Shadows Slumber. To top it all off, we were nominated for a Crystal Award – Best Mobile Design! Unfortunately, we did not win. But the experience really helped shape the future strategy of the game, and for that we are thankful!

 

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November / The Demo Launches

On the first day of November, we launched our game on Google Play! Shortly afterward (November 2nd, or midnight on the 3rd…) we launched our game on the App Store. We don’t like to talk about that scheduling mishap, but we should.

A word of caution: when you schedule an app to “release” on the App Store at a certain time on a certain date, the game is not available at that time on that date. Rather, it begins processing at that time and date and will be on the store a solid 24 hours later. The good news is, it happened to the demo and not the final game’s release! We won’t make that mistake again.

 

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November / Accepted Into MIVS

After an arduous submission process, Where Shadows Slumber was accepted into MAGFest’s Indie Videogame Showcase (MIVS). We’ll have the good fortune of attending this event in just over a week (Jan 5th – 8th) at National Harbor, Maryland. This is our first time attending the Music and Gaming Festival in any capacity, so it’s going to be a wild ride! We’ll keep you posted on how that turns out just after we return.

 

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December / Playcrafting and 16 Bit Awards

Our previous attendance at two Playcrafting events made us eligible to apply for a ’16 Bit Award. We had no idea at the time, but apparently Playcrafting holds a massive award ceremony at the end of every year! Our submission was accepted and we were officially nominated for Best Mobile Game. Although we didn’t take home the grand prize, we had a blast at the ’16 Bit Awards. They went all out for this thing! The event had free food and a live band, and we got to hang out with some really cool developers. 10/10, would go again!

 

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That’s All For Now!

We’re going to save the “look ahead” for a future blog post, where we’ll discuss what to look forward to in 2017. Some major events are just around the corner – and there is at least one morsel of news that we are legally barred from publicly announcing. (Don’t worry, it’s good news!)

This year has been good to us. We hope it has been good to you, too. If not, well… just wait longer! 2017, here we come!

 

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How was your year? We’d love to hear about any cool projects you’re working on. Maybe you’ve made progress on your game in a significant way – or perhaps 2017 is the start of something new? Whatever the case may be, feel free to use our comments section as a way to get the word out about your game! See you in the new year.

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.

Mechanic Spotlight: Shadows, Part 1

Throughout this blog, I’m planning on doing a number of posts which outline the mechanics of Where Shadows Slumber, and how they work. Now, there are plenty of very interesting mechanics that I can (and probably will) go over. However, there are probably a lot of blog posts and tutorials out there describing path finding, object pooling, shaders, and everything else. So, the mechanic I’m going to start with is the one that is the most unique to Where Shadows Slumber – the mechanic behind the shadows.

A quick disclaimer on the nature of this post – please note that this is not an in-depth description of the exact code we used for the shadows, nor is it an attempt to tell you the correct way to think about or implement such things. I’m sure a seasoned veteran of coding and game design will be able to point out a few inconsistencies or inefficiencies in our shadow system. Rather, this is meant to be a high-level overview of my thought process while I created this system, and how those thoughts changed throughout the process. Also, since we have been working in Unity for the production of this game, I will probably be mentioning how Unity does stuff pretty often.

When playing Where Shadows Slumber, you may have noticed that sometimes, things change when they’re in shadow. In fact, you shouldn’t have been able to beat the game without figuring that out.

shadowtransition

I think I’m just gonna use this GIF in every post…

Things change when they’re hidden by shadow and then revealed, but there are two (basic) ways to think about it – they can always change when put into shadow, or they can only change when you move around the object casting the shadow, so you’re on the other side of the casting object, relative to the changing object. One of these methods ended up making more sense to use in the game, but I implemented both of them on the way there, so I think it only makes sense to go over them both (even if it means stretching this post into two parts).

Now, these are both pretty simple problems at their cores, but there are a few interesting lessons. Let’s start with the first type of shadow, using the naive approach, which is exactly where I started a year or so ago.

So when an object is covered in shadow, the next time you see it, it should be different. The steps involved should look something like:

  • Detect if the object is in shadow now
  • Check if it was in shadow before (last frame)
  • If it wasn’t, change it!

Using these steps, the object will change every time it’s put into shadow and then revealed. So, clearly, the most important thing to be able to do is detect when an object is in shadow.

Since the light in the game comes from the player’s lantern, everything that’s in shadow is essentially ‘blocked’ from the player’s view by some obstacle. Thinking about shadows in this way leads to the first pass at detecting when an object is in shadow – basically, just draw a line from the player (or the lantern) to the object. If it hits anything along the way, that means that the light isn’t going to reach the object, which means it’s in shadow.

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Looks like Unity’s ray casting…

 

This process is pretty much the description of Unity’s ray casting: draw a ray from a point until it hits a Collider. So we just add a Collider to any object that might get in the way, and we have a simple ‘IsObjectInShadow’ function!

However, you may have noticed that there are a couple of reasons this won’t work, the most important being that it doesn’t behave correctly. Since casting a ray will only target one point, the shadow detection will only work for the exact position of the object. Anything with any amount of width or depth (so, anything) will say it’s in shadow when the center is in shadow, but the edges are not. This happens when the object is at the edge of the shadow, when it’s only partially shadowed. This is a pretty big problem if we’re going to be changing the object at that time, since the whole point is that the player won’t see the object when the change happens.

So we can detect when a point is in shadow, but just checking the exact position of an object isn’t enough. The easy solution is to simply check more points! By casting two rays, one toward the leftmost side of the object, one toward the rightmost, we can check if both of them are in shadow. If they are, then the whole object is in shadow. This version of our theoretical ‘IsObjectInShadow’ function works much better – as we move a character around a pillar, the object will more accurately determine whether or not it’s in shadow.

We can get the object’s leftmost/rightmost positions (relative to the player/light) by getting the objects dimensions, which we can either get from the Renderer component on the object (Unity will measure the visible object), or simply by placing some restriction on the size of the objects. Since Where Shadows Slumber uses a grid system, everything that changes with shadows is restricted to a 1 x 1 x 1 unit cube, in order to make shadow calculations easier.

Now comes the question – why is this version not good enough? We have to do a little math up front to get the left/right bounds, but after that, we simply have to cast a few rays, and we know whether or not our object is in shadow. Seems pretty good! And it is pretty good. It only works in two dimensions – if you move upward, above the object, the object will still think it’s in shadow – but that’s not too bad, and most level designs don’t involve a lot of vertical movement, so we can ignore it for now. The biggest problem with this version is that we have to add a Unity Collider component to every object that might cast a shadow. Then, every ray cast will test collision against every collider every frame (the reality is not quite this bad, but that’s the idea). This can become a problem in a scene with a lot of shadow objects and a lot of shadow casters, especially if you want different casters to affect different objects. We can improve upon this version with a little math and some clever thinking.

If we think about the way that shadows are cast, we can come up with a better way of determining if something is in shadow:

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(There’s a reason Frank’s the artist, and I’m not.)

 

If we specify that every object is restricted to a 1 x 1 box (in the two non-height dimensions), then we can use some trigonometry to determine whether something is in shadow. I won’t get into the details of the actual math, just the overall conceptual parts. No matter the angle, the radius of the blocker will always be at least r (0.5). In the same way, no matter the angle, the radius of the shadow object will always be at most R (√2). Thus, by taking distance into account, we can always tell if the entirety of the shadow object (everything within the bigger circle) is put into shadow by the blocker (everything in the smaller circle).

By using this method, we can tell if a shadow object is in shadow without ray casts or Colliders, and we can do it for a specific object. In this way, we can specify which blockers affect which shadow objects, which gives us a lot more control over level design.

Now that we’re able to tell if an object is in shadow, the hard part is over. Every frame, we just follow the steps outlined above, for any shadow object. We check if it’s in shadow, then check if it was in shadow (meaning we have to keep track of whether or not it was in the previous frame). We change the object to the next state. The object will only change once, until the user sees it, when it’ll appear differently. Then, if it’s put in shadow again, it’ll change again. This allows us the flexibility and consistency of shadow objects.

As it turns out, this version of the shadow mechanic didn’t end up being the one that we needed for Where Shadows Slumber. The shadow mechanic that we actually did use will have to wait for Part 2. We already did a lot of the heavy lifting this time, so it shouldn’t be too hard to make some small adjustments to the work we did here.

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I hope you enjoyed this first highlight of the shadow mechanic in Where Shadows Slumber. Hopefully it wasn’t too complex, and I was able to explain it well. Let us know if you have any feedback! As always, you can find out more about the game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback using contact@GameRevenant.com.

Jack Kelly is the head developer and designer for Where Shadows Slumber.