[{"body":"Work in progress   sqUId Simple \u0026 Quick UI Designer for PureBasic        Games   Wormventures - Barrier 51 3D cartoon point\u0026click adventure game     Looky - The Adventure 2D cartoon point\u0026click adventure game       Applications   DocMaker A library / tool to create documentations from PureBasic source codes.     WME Visual Script Editor A feature rich script editor for the Wintermute Engine.     WME Visual Dialogue Editor A tool for creating dialogues for use with the Wintermute Engine.       WME Toolbox A collection of tools in a single application for the Wintermute Engine.     Root Sucker A tool that moves files from a directory tree to the root directory.       Music albums   MAC - Beloved Solitude (1999)     MAC - Virtual Virtuosity (2002)     Basement Kitchen - Year Of The Snake (2010)       Basement Kitchen - Project 10 (2013)     Basement Kitchen - The Nightmare Factory [WIP] (20xx)       Latest posts ","link":"/","section":"","tags":null,"title":""},{"body":"Wormventures - Barrier 51 posts ","link":"/post/wormventures/","section":"post","tags":null,"title":""},{"body":"","link":"/tags/devlog/","section":"tags","tags":null,"title":"devlog"},{"body":"","link":"/post/","section":"post","tags":null,"title":"Posts"},{"body":"","link":"/series/","section":"series","tags":null,"title":"Series"},{"body":"","link":"/tags/","section":"tags","tags":null,"title":"Tags"},{"body":"","link":"/tags/wormventures/","section":"tags","tags":null,"title":"wormventures"},{"body":"It has always been my goal to offer a DRM-free version of the game, and now it's finally here. One year after the game's initial release on Steam, I'm happy and proud to offer a DRM-free version on itch.io.\nFor those who want to try it out first, a demo version is available, containing the complete first of seven chapters.\nThe game is available for both Windows and Linux, offers approximately 12-15 hours of gameplay, and features full German voice acting and subtitles in both German and English.\nTo celebrate the release, there's a 60% launch discount this weekend.\nHave fun playing!\nMarcus\nWormventures - Barrier 51 by Basement Society ","link":"/post/wormventures/wormventures-itchio-release/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures - Barrier 51 released on itch.io"},{"body":"","link":"/series/wormventures-devlog/","section":"series","tags":null,"title":"Wormventures DevLog"},{"body":"As part of the Steam Spring Sale get 10% off of Wormventures- Barrier 51. now!\n ","link":"/post/wormventures/wormventures-steam-spring-sale-2025/","section":"post","tags":["wormventures","devlog"],"title":"Get 10% off at the Steam Spring Sale"},{"body":"I'm proud to announce, that my point \u0026amp; click adventure game Wormventures - Barrier 51 was released today on Steam. Go and grab it with 10% off for one week:\n ","link":"/post/wormventures/wormventures-game-released/","section":"post","tags":["wormventures","devlog"],"title":"Game released"},{"body":"Now that the full version of the game is ready, I have also expanded the demo version of the game to include all the new features of the full version. The most obvious is the newly added post processing, which significantly improves the game's graphics. I have also built a function into the settings menu to switch post processing on and off.\nHere are all the new features in detail:\nVersion 1.1.0\n Added Post Processing (Anti Aliasing, Ambient Occlusion and Blur) Added Post Processing options to the Options Menu Enhanced some water surfaces Updated Credits Fixed some bugs with shadow casting and drawing distances Fixed some positions of Hotspot descriptions  ","link":"/post/wormventures/wormventures-demo-updated-110/","section":"post","tags":["wormventures","devlog"],"title":"Demo version was updated to version 1.1.0"},{"body":"The game is finished and so I can now give a release date. Since the holidays at the end of the year and a Steam event are just around the corner, the release date will be\nJanuary 15, 2025 I will use the holidays and the turn of the year to look for bugs on various computers, add a little bling here and there and do a bit of advertising.\n","link":"/post/wormventures/wormventures-release-date/","section":"post","tags":["wormventures","devlog"],"title":"Release date"},{"body":"The first one is a Story Trailer that outlines the initial story of the game. It features the German voice overs but has english subtitles, too.\n  The second one is a Voice Over Trailer to showcase the German voice overs. It features English subtitles, too.\n  ","link":"/post/wormventures/wormventures-two-new-trailers/","section":"post","tags":["wormventures","devlog"],"title":"Two new trailers released"},{"body":"I just finished the translation of the last line of text into the English language. And that doesn't only apply to in-game text but for images and a custom scripts that generates a puzzle to find the Oracle later in the game, too. That means another milestone is reached.\nI am not fully convinced about the quality of the translation though. I think it calls for a lot of proof-reading before being useful for anyone, but it was a lot of work to translate the more than eight-thousand database entries (varying from a single word to page-long texts) and that work is done. Yeah!\n","link":"/post/wormventures/wormventures-english-translation-done/","section":"post","tags":["wormventures","devlog"],"title":"English translation done"},{"body":"The live streams from the Steam Next Fest where I play the demo version of the game in both English and German are now available on YouTube. Of course I recommend to play the demo yourself, but if you want to watch me playing it you're welcome.\nGerman (with voice overs and subtitles):\n  English (with subtitles):\n  ","link":"/post/wormventures/wormventures-nextfest-livestreams-on-youtube/","section":"post","tags":["wormventures","devlog","video"],"title":"Steam Next Fest Live Streams are now available on YouTube"},{"body":"","link":"/tags/video/","section":"tags","tags":null,"title":"Video"},{"body":"The demo version available on Steam has gotten an update, which fixes some minor problems with the English translation, improves the subtitles positions and fixes some other minor things.\nFull change list:\n Added missing English translations Fixed some English translations Fixed missing version number in the main menu when switched to English Fixed Bob Wormley falling off his cushion Fixed moving and popping subtitles while the camera moves  Grab the demo version here: https://store.steampowered.com/app/1862080/Wormventures__Barrier_51/\n","link":"/post/wormventures/wormventures-demo-updated/","section":"post","tags":["wormventures","devlog"],"title":"Demo version was updated to version 1.0.1"},{"body":"","link":"/tags/demo/","section":"tags","tags":null,"title":"demo"},{"body":"The demo version of the game which features the first 1.5 chapters is now available on Steam. It's available both in English and German. The German version features full voice overs and subtitles while the English version is subtitles only.\nGrab it on the Steam page: https://store.steampowered.com/app/1862080/Wormventures__Barrier_51/\n","link":"/post/wormventures/wormventures-demo-out/","section":"post","tags":["wormventures","demo"],"title":"Wormventures - Barrier 51: Demo out on Steam"},{"body":"As a game developer, you obviously want as many people as possible to be able to play your creation, but sometimes you have to be sensible...\nAfter some time of testing on MacOS, I decided with a heavy heart to no longer release the game for this system. There are too many different problems that have arisen there. For one player the installation via Steam doesn't work, for another it works but it won't start. For someone else, both installation and startup work, but there are countless graphical errors that make it impossible to play.\nSince I don't have an Apple system myself, it's difficult for me to isolate the errors myself and I have to rely on other people. These are not good conditions for being able to offer support for an application or game. My motto is: Better not to offer the game on a system at all than to disappoint the players and not even be able to help them when they encounter technical problems.\nIn my childish naivety, I assumed that if the Unity Engine offered the ability to create a build for MacOS, there would be no problems with this, but I was proven wrong.\nMaybe in the future I will find a way to make the game playable on MacOS and also be able to offer decent support. In this case, I would of course publish a MacOS port, but under the current circumstances, publishing it would be irresponsible.\n","link":"/post/wormventures/wormventures-macos-support-dropped/","section":"post","tags":["wormventures","devlog"],"title":"MacOS support dropped"},{"body":"","link":"/tags/press-release/","section":"tags","tags":null,"title":"press release"},{"body":"Duisburg, Germany - January, 1st 2024\nQuick reminder Wormventures - Barrier 51 is a funny classic 3D cartoon point and click adventure solo developed by Marcus Röckendorf (that's me). It will be available for PCs running Windows, Linux or MacOS. A Steam page and a press kit page are available. It will feature German voice overs and subtitles as well as subtitles in English.\nState of development After a month off of my professional work for diving into full time game development in October 2023 the game is basically finished. All visuals, sound effects, dialogues, puzzles and the UI are final and locked. I'm currently polishing the last two of seven chapters, the others are already polished and (hopefully) bug free.\nMost scenes after chapter 2 still need fitting background music, which I will not record myself, but pick from my gigantic pool of music tracks I bought in the past years, but finding the right track for a scene is still a quite time consuming task.\nWhile the dialogues are proof read and translated into English, I coordinate the recordings of the German voice overs.\nMy plan for releasing the full game in 2023 didn't work out well and my current plan is a release in Q1 of 2024.\nThe game will be available on Steam but I am currently evaluating more (DRM-free if possible) publishing options.\nNew Trailer A new trailer was released in the meantime, which is available on the press kit page and the official YouTube channel alongside other videos.\nPlaytime I recently made a playthrough of the whole game and measured the playtimes for each chapter. Based on this I estimate a playtime of 12 - 14 hours for the whole game. More details on this in the corresponding blog post here\nMore information and the development blog can be found on the official Wormventures - Barrier 51 Homepage.\nLinks Steam page YouTube Channel Homepage Press-Kit\nWith kind regards Marcus 'Mac' Röckendorf (Basement Society)\n","link":"/post/wormventures/wormventures-press-release-2/","section":"post","tags":["wormventures","press release"],"title":"Press Release: State of development / New Trailer / Playtime"},{"body":"Post number seven for the series called \u0026quot;GIF-away\u0026quot;. Officer James Jacksonworm always tries to help.\n    ","link":"/post/wormventures/wormventures-gif-away-7/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #7"},{"body":"Time to throw around some numbers and do some statistics.\nLine count I just did an export of all text lines featured in the game. Currently there are 8.167 entries in the database. That doesn't necessarily mean that there are as much speech lines. A database entry could be a one word long caption of a hotspot or a whole page in a book.\nWord count So maybe a word count is more precise in that matter. I (or a tool of mine to be more specific) counted 55.428 words, which means that if I would go to Fiverr and have someone translate this into another language it would cost me several thousand Euros per language to translate to. Yay!\nEnglish translation Since the language I develop this game in is German, the game has to be translated into English as well. The current state of translation done is at 37% which means 3.023 lines are currently translated into English.\nRecorded speech audio Right now my text handling tool says that 78.3% ( 5.158 of 6.596 speech lines) of the voice over audio is recorded, which means that 1.462 lines of 27 characters are still unrecorded. I already have all the script sheets for the speakers ready and am currently casting.\n","link":"/post/wormventures/wormventures-statistics/","section":"post","tags":["wormventures","devlog"],"title":"Current statistics"},{"body":"Since I'm solo developing the game in my free time, I won't be able to get it translated into more languages than German (voice overs and subtitles) and English (subtitles only).\nBut at least I managed to get the Steam Store page localized into french, spanish and portuguese, which I am very happy about.\nOf course I am not able to evaluate the quality of those translations. So if you are a native french, spanish or portuguese speaker feel free to stop by at the Steam page of the game and maybe give me a hint if something seems to be off translation-wise.\n","link":"/post/wormventures/wormventures-steam-page-localization/","section":"post","tags":["wormventures","devlog"],"title":"Steam page now available in french, spanish and portuguese"},{"body":"Post number six for the series called \u0026quot;GIF-away\u0026quot;. This is what happens when you have a clumsy tail.\n    ","link":"/post/wormventures/wormventures-gif-away-6/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #6"},{"body":"Post number five for the \u0026quot;GIF-away\u0026quot; series. Good things come to those who wait.\n    ","link":"/post/wormventures/wormventures-gif-away-5/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #5"},{"body":"First playthrough I just reached another milestone in the development of the game. I finished the first real playthough of the the game. For every chapter I collected things that have to be polished and bugs as well. I even implemented some quality of life improvements like the language selection and load / save screens. For example it is possible now to name your savegame instead of only having a time and date as the savegame name.\nThe game features seven chapters and five of them are already polished and called final by me. Chapter 6 still has some bugs and things to improve. Chapter 7 only needs a little bit of polishing (tweaking some camera angles and directions of where characters look at).\nPlaytime While doing the first playthough I recorded the playtime of each chapter to be able to give some values when asked. I recorded the times under the following conditions / constraints:\n Played using an optimized walkthrough (perfect order of doing things) Not really solving any puzzles, but always using the right answers / codes / ingredients initially No optional actions (not looked at a single hotspot in any scene, not picked a single optional dialogue option) Always using the shortest walk paths and the perfect scene order while running all the time Not skipping any mandatory cutscenes or dialogues  That means that this playtime is the shortest time you need to play the game, but not a speedrun time, because that would involve skipping all cutscenes and dialogues and using any glitches that could be found.\nThe times I wrote down are the following:\n   Chapter Playtime     Chapter 0.5 15:00   Chapter 1 35:00   Chapter 2 2:15:00   Chapter 3 1:00:00   Chapter 4 59:00   Chapter 5 36:00   Chapter 6 35:00   Chapter 7 15:00   Sum 6:30:00    \u0026quot;Looky - The Adventure\u0026quot;, the freeware 2D predecessor that was released 2007 featured the chapters 0.5 to 2 and the playtimes that I got from players back then were around 5 to 7 hours. Since some things were added to those chapters gameplay-wise it should be even more now.\nDoing the math that the perfect playtime is at 3 hours and the average time was around 5 to 7 hours I would take my recorded time times two which should result in an average playtime of\n12 - 14 hours for a player that never played the game before and has to puzzle his way through.\nI still have some elements and puzzles for the last chapter that I discarded lately (one puzzle and a shooting minigame). Maybe I put them back in, but that would only add some additional minutes to the gameplay, but the last chapter has a bit to less interaction right now for my taste. Currently it's very cutscene heavy.\nAll in all I would call this game a long one while still being very varied. Not only because of the visual changes while travelling to different continents of planet Vermis, but also puzzle-wise. While for example chapter 2 is very inventory heavy with lots of combination puzzles, chapter 5 is more on the deductive side with you only carrying 2 inventory items the whole chapter.\nNext steps As I said above chapters 6 and 7 need a bit more polishing before I would call them final. After that I'll export all dialogue lines and other texts from the game to have them proof-read. Then the voice actors can start recording their parts while I will work on the English translation of the game and pick music for all scenes for chapters 3 to 7, as most of the scenes still don't have music or only some placeholder music tracks.\nThat said I don't think I will be finished until end of the year which means I have to move the release date once again. As I have a quite clear picture of what still has to be done and based on my experiences I would expect a release of the full game in Q1 2024. Maybe I will be able to hit the next Steam Next Fest in February for the release, which would be great.\n","link":"/post/wormventures/wormventures-first-real-playthrough-finished/","section":"post","tags":["wormventures","devlog"],"title":"First complete playthough and playtime"},{"body":"Post number four for the series called \u0026quot;GIF-away\u0026quot;. Evil villains are a must have.\n    ","link":"/post/wormventures/wormventures-gif-away-4/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #4"},{"body":"Post number three for the series called \u0026quot;GIF-away\u0026quot;. The expenditures for special effects were astonishing.\n    ","link":"/post/wormventures/wormventures-gif-away-3/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #3"},{"body":"I just released a new Trailer for the game in English and German.\nI lately thought about what all the great classic adventure games that I grew up with had in common. What is the essence of a classic point and click adventure? What was it those games taught us adolescents that made us nice, respectful and responsible grown ups?\nBasically three things came to my mind: Vandalism, theft and fraud.\nOf course \u0026quot;Wormventures - Barrier 51\u0026quot; is a pure classic in that regard and this is what the new Trailer is all about.\nEnglish version:\n  German version:\n  ","link":"/post/wormventures/wormventures-trailer-2-released/","section":"post","tags":["wormventures","devlog","video"],"title":"Second Trailer released"},{"body":"Post number two for a new series called \u0026quot;GIF-away\u0026quot;. No classic point\u0026amp;click adventure without an ancient, forgotten temple.\n    ","link":"/post/wormventures/wormventures-gif-away-2/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #2"},{"body":"Post number one for a new series called \u0026quot;GIF-away\u0026quot;.\n    ","link":"/post/wormventures/wormventures-gif-away-1/","section":"post","tags":["wormventures","devlog"],"title":"Wormventures GIF-away #1"},{"body":"The mob worms on Ugly Island can talk italian now:\n    ","link":"/post/wormventures/wormventures-talking-italian/","section":"post","tags":["wormventures","devlog"],"title":"Talking italian"},{"body":"Well, my one-month long Sabbatical is over. In fact today (Sunday) is the last day before I get back to my professional work tomorrow. Did it work out as I planned? Was it a \u0026quot;success\u0026quot;?\nFirst of all: The game is done. All things I had as cards in my Kanban board have been moved to the \u0026quot;Finished\u0026quot; bucket. And will it release now? Can you play it? No. All scenes, all puzzles, all cutscenes, all characters, animations, dialogues and all coding is done and final. I even rewrote the whole last chapter of the game and it is a much more pleasing ending to the whole journey now. But there is still a lot to do.\nMusic and sound effects Most of the scenes still need background music and sound effects. Those are things that require a lot of time searching and listening to tracks and sound files, to find the right one that is fitting in a certain scene or event. Maybe there are no fitting files in my repertoire and I have to record new ones. A very time consuming task, that I avoided during my Sabbatical intentionally. This is something that you do with a cup of tea in the evenings, this is no assembly-line work.\nBug hunting No matter I consider the game done - I didn't play it once in the whole time. Of course I tested all the new scenes and puzzles and so on on their own, but never played \u0026quot;the whole thing\u0026quot;. There will be bugs, tons of them. And to be honest: I don't really have a whole lot of motivation to play the game over and over again. I spend so much time with the game and as you know a classical point and click adventure like Wormventures - Barrier 51 isn't something that will surprise you as the developer. It's quite linear and I know all the puzzles and in which order they have to be solved. And I know the next gag that comes when doing whatever. You can not play the game with friends to test if the balancing is okay or something. It's like watching a movie over and over again. I will need help from others to get this game in good shape quality wise.\nVoice overs and translation And of course all the german voice over recordings have to be done and even if I said earlier that all dialogues in the game are done, I won't start recording until the whole game is play tested and there were no complaints that something is logically wrong, or something could be better explained in game to have a chance to solve a certain puzzle. During playtesting I will collect information like \u0026quot;What item did you try to use with what hotspot and what result did you expect?\u0026quot; to see if there are some cases missing that I didn't think about, but are completely logical to others. Those cases should at least have a nice reaction from Looky that is tailored to the case. And after that the dialogues are \u0026quot;really\u0026quot; final and worth to be recorded and translated into Englisch and maybe other languages.\nPolishing and optimization There is still plenty of possibilities to make things look and sound better. Be it scene lighting, some more trees or grass here and there or the sound of a river floating. One more thing to keep in mind is optimization to gain the last bit of performance to make the game work on the worst hardware possible. The two main areas to get better performance of is combining graphical assets in scenes to the least possible amount (mesh combining) and baking lightmaps to have as little as possible realtime lighting. This reduces draw calls when rendering and the less draw calls the more frames can be rendered in the same time.\nDid it work out like planned? The answer is: Yes and no. My original plan was to work on the game in the time I usually work for the company I work for and then have time to do things apart from developing the game in the evenings. To have something like real spare time. That part didn't work out very well. I worked 12 to 16 hours every day, including weekends and holidays. That was not what I planned and it seems that I am not very disciplined when it comes to stop working after a certain amount of time. When I roll, I roll. This made the whole last three weeks a crunch phase as it is well known in the games industry. But on the other hand the game wouldn't be in the current condition, if I'd worked less and this is the part that worked out: I got done what I wanted to get done. Even though I encountered several problems, that made my life not easier like breaking hardware, re-installation of operating systems and software and of course the oh-oh-it's-getting-colder-outside-Sniffels (the infamous \u0026quot;Men Sniffels\u0026quot; - the bad stuff ;) ). And it was a narrow victory, as I'm still working on the last things while writing this.\nConclusion It was a wild ride. And one of my goals that was the most important to myself and I didn't talk about until now was: To get my Mojo back. And I got it back. Yeah, that worked out, too. And I'm very thankful for this. What is Mojo? I can't explain. But I needed that kind of therapy for myself to get back on my track of inspiration, creativity, motivation and self-confidence. I'm mentally in a good shape again and that is thanks to the month off I treated myself.\nIf you are interested I will keep you up to date here in my Development Blog. Thanks for your interest and patience. Not much longer and there is this beautiful adventure waiting for you that I believe I can be very proud of.\nI close off with one of many GIFs I recorded the last days:     ","link":"/post/wormventures/wormventures-sabbatical-over/","section":"post","tags":["wormventures","devlog"],"title":"My Sabbatical is over"},{"body":"The last few days I was busy animating characters and other objects and making cutscenes for the game. And just as the title of this blog post says: \u0026quot;YAMR\u0026quot; (Yet another milestone reached). All animations for the game are done and included into the game.\nMaking animations Bringing in a new animation into the game and using it involves several steps:\n1. Creating the animation in Blender Blender is the 3D modeling software I use. I developed a very complicated rig for the worms to animate them, which contains four important parts:\n A control rig that has control points that are used to make the animations. These control points are the only objects that are touched or changed when animating.      A bezier curve that is controlled by the control rig. That means the control points/handles of the control rig \u0026quot;draw\u0026quot; this curve.      An intermediate (Spline IK) rig that consists of bones that follow the bezier curve.      A deform rig that has the same amount of bones as the intermediate rig, but these bones are constrained or connected in another way. The deform rig is what finally gets exported to Unity to be used in the game.       Building this complicated rig was six month of work, but it had to involve so many components to work properly in Unity.\nAfter a new animation is done it has to be \u0026quot;baked\u0026quot; from the control rig to the deform rig. Baking means that the bone positions of the intermediate rig are copied to the deform rig frame by frame for the length of the animation. This step also transforms inverse kinematics to forward kinematics. This may be a bit technical but if you want to know more about rigged animations, forwarded and inverse kinematics there are a lot of sources all over the internet. It would go beyond the scope to explain all the involved technologies here.\n2. Importing the animation into Unity After exporting the new animation from Blender it has to be imported into Unity. That step is very simple and forward. Just copy the animation file over to the project, change some import options and done.\n3. Programming the Animator Controller For an animation to be used by the Unity Engine or by a character to be more specific it has to be programmed into a so called Animator Controller. This is an animation state machine that code of the game to let the worm do the fancy things the do. You can imagine it as a completely seperate program that runs in the background that handles all the animation stuff: Playing an animation, blending from one animation to another and other things. The Animator Controller contains many layers and so called State Machines and Blend Trees. This is how the base layer of a character Animator Controller looks like:     On the left you see a list of parameters which are used to control the animations from code. Those parameters can be of different types such as Boolean, Integer, Trigger and others. The first parameter \u0026quot;MoveSpeed\u0026quot; for example is of type float and controls if the character stays still (Idle state), walks or runs, dependent on the value of the parameter. A value less than 0.1 means the character plays its idle animation. A value between 0.1 and 2.0 lets the character walk with the speed set by the value. A value greater than 2.0 lets the character \u0026quot;run\u0026quot;.\nAnd this is just the layer with only the one-shot animations:     This is the layer for loops and states:     And yes, there are more layers and there are layers that control different body parts to make a character shake his head while walking for example. It's very complex.\n4. Using the animation in Adventure Creator's visual scripting system Once all preperation is done it is quite easy to fire up an animation in the game. The action \u0026quot;Character: Animate\u0026quot; for example triggers the \u0026quot;Take something\u0026quot; animation based on the position I give it:         ","link":"/post/wormventures/wormventures-all-animations-done/","section":"post","tags":["wormventures","devlog"],"title":"YAMR: All animations done"},{"body":"While I was busy creating animations in Blender and bringing those into the game, another milestone was passed: All 128 inventory items are now in the game, including the 3D models, all their icon variations for the inventory windows and they are all in a final state.\n    Working on the animations is a lot of fun even though it is a very demanding task. But after all the work it is fun to watch what was achieved. Some examples:\n            ","link":"/post/wormventures/wormventures-inventory-final/","section":"post","tags":["wormventures","devlog"],"title":"Next milestone: The inventory is final"},{"body":"It was about time to revisit some scenes that I personally titled \u0026quot;Angst-Szenen\u0026quot; (\u0026quot;fear scenes\u0026quot; translated literally). Those are scenes that were already done but without an important detail or two, where I knew what it should look like, but didn't have an idea how it could be implemented.\nEnough procrastination One of these scenes was the \u0026quot;Gangsterschranke\u0026quot; (gangster barrier), a place in the swamps of Ugly Island. I needed some special animations there and I can't get into detail without spoiling the corresponding puzzles. Now that time is running out I was confronted with finding a solution to the problem immediately and not thinking about the best way to do it for another three years. Sometimes it is good for the mind to know that you can't procrastinate any further about that and have to do it now. In the end I didn't have to create a single new animation for the whole scene to work, but use the power of clever camera cuts along with sound and visual effects. The scene is done and I'm happy with the result but as I said, the whole thing wouldn't have been finished for years if I hadn't set me a time limit like \u0026quot;This scene will be done this evening, no matter what it will look like...\u0026quot;.\nRendering movies to textures Another thing I delayed a long time was the implementation of a TV with animated content visible on the screen, some static shown at the right moment and some other details that I again can't get into detail without spoiling too much. As it turned out it wasn't that hard to implement than I thought and that task is done, too:     I still have some of these \u0026quot;Angst Szenen\u0026quot; to defeat, but will get them done. One of them is a cutscene in the Elders' Oak, where Looky has to open a door. Yes, just opening a door. It is not locked even. Don't ask...\n","link":"/post/wormventures/wormventures-fear-scenes/","section":"post","tags":["wormventures","devlog"],"title":"Fear scenes"},{"body":"When the shit hits the fan Bad news first: Last Monday my hard drive where all my project data was got corrupted and a whole lot of data got lost. The problem was I didn't realize it immediately and had to figure out, what was going wrong. I spent until Wednesday evening to build in a new hard drive, copy all the data over and reconstruct the project (and some others as well) from my backups.\nGood news: Everything is rescued and now I am back on the track again, but the whole thing cost me three days of my precious time.\nNext milestone reached: All characters done Yeah, it's time to let the corks pop: All characters are created and also implemented into the game. I even was able to redo two characters which were already done, but had issues with animations and blend shapes. They are now working as expected and look very good. Maybe I find the time later to create some extras to populate some scenes. Maybe some random worms could crawl around Few Pork or something, but the characters that are important for the game are done.\nThe next thing is to create three statues and a figurehead for a ship that are in the game and are not only for visuals, but also important for puzzles as well. Two of the statues are already created and in the game. One statue and the figurehead are still to do.\n    ","link":"/post/wormventures/wormventures-all-characters-done/","section":"post","tags":["wormventures","devlog"],"title":"All characters done"},{"body":"Oh no, there is a child missing from the Muddy Maggots Orphanage in Few Pork. The billionaire heir Wuce Brain, whos parents died under mysterious circumstances after a circus show, didn't return last evening. Georgia Pupweazle, the head of the orphanage says: \u0026quot;Well, he went out for his evening crawl and did not come back.\u0026quot;\nHave you seen this worm?     ","link":"/post/wormventures/wormventures-missing-poster/","section":"post","tags":["wormventures","devlog"],"title":"Missing"},{"body":"I just wanted to build the final version of the game demo. The only thing missing was one last audio file that I had to record. The recording went without problems and then I wanted to implemented the sound file into the project. When I copied the file over to the right directory and marked it as \u0026quot;Addressable\u0026quot; in the Unity Editor I immediately was completely shocked. What I saw in that moment was, that the new audio file was the only one in the project.\nUnity did it again... Yes, Unity did it again: It deleted things. 2883 references to audio files, to be precise. All of them renamed manually by me, so that Adventure Creator, the Unity Asset I use to create this game, can find and play them. All gone.\nThis was not the first time Unity did such brilliant things. I can't count anymore how many things I had to do more than once, repair damaged files and rebuilt whole scenes. There are still scenes in the current project, that are corrupted and that I have to fill with trees and plants again, because Unity lost track of prefabs. It's really frustrating.\nI shoot from the hips when I say, that at least 40% of the production time was invested in doing things repeatedly. Things I did over and over again. To be fair it was not always Unity's fault. Some things are on me, because I learned a lot in developing this game.\n Unity is like: \u0026quot;Oh, I see you installed a new version of Blender to test it. Then I corrupt all scenes that include Blender files, just to see how you react... irretrievable, of course.\u0026quot;\n Yes, I make project backups regulary and yes, I use a source control system to be quite save, but it's always a big amount of additional work that would be better used to create things instead of repairing things.\nLast night was very short. Until next time, Unity.\n","link":"/post/wormventures/wormventures-unity-the-killer/","section":"post","tags":["wormventures","devlog"],"title":"Unity, the killer"},{"body":"I'm currently working on the last missing characters of the game. I had to create some soldiers and a general for a secret military base on Terra Grande Vermis. Here are some images:     Another new character is Don Pati. He is part of the family, ya know. Da family!     Done is also Worm Doe, a mysterious guy that Looky meets in the city of Few Pork, the capital of Terra Grande Vermis.     I also designed a whole new scene for that military base: A briefing room, where Looky gets some important information later in the game.     What's still left to do is creating a pet for the antagonist of the game. It took me some days to come up with some concept art, but I think it paid off:     ","link":"/post/wormventures/wormventures-briefingroom/","section":"post","tags":["wormventures","devlog"],"title":"The Briefing Room and more characters"},{"body":"From images to text Today it was time to convert all recipes in the game from images to text components, because else it wouldn't be possible to translate them to other languages.\nUntil now I used images from \u0026quot;Looky - The Adventure\u0026quot; as placeholders, where the recipes are drawn on. The problem with images is, that they are bad for translating.\n    Yes, it is basically possible, for example I use quite some images as textures on signs in the game and have a system in place to swap out these textures based on the current language, but it is much better to have text that has to be translated to be handled by the localization system that is in place.\n    The convertion is done and all recipes in the game are finally translatable now.\n","link":"/post/wormventures/wormventures-translating-recipes/","section":"post","tags":["wormventures","devlog"],"title":"Translating recipes"},{"body":"AC Speech Tool My wifes currently helps a lot with translating the game into english in the evenings. To help with translating and also keeping track of the voice overs I developed a tool a while ago called \u0026quot;AC Speech Tool\u0026quot; (AC stands for Adventure Creator). You can throw in all text used in your AC created game (via CSV import) and work on it here which is way better than working on text in the Unity Engine. I will make this available to other game developers using Unity and Adventure Creator at some point, because it will help a lot with translations and voice overs.\nNew dictionary system It now has a dictionary with all those special words, that are very specific to the game universe and also things that are used in various situations and have more then one right translation, to have a consistency throughout the game.     While translating, the user gets suggestions for translations in the language you selected as the current editing language when it recognizes scene names, character names or words, that are added to the dictionary.     Automatic translations There is even a button right of the speech line to have automatically translate it using the LibreTranslate web API, but the translations it delivers have a quality of the Google Translator 10 years ago: Good for a laugh, but bad for production (most of the time). It's pretty unusable. I'm thinking about integrating the DeepL API to have automatic translations via DeepL in the tool, which shouldn't be much work, but I'm not sure about it.\n","link":"/post/wormventures/wormventures-translation-work/","section":"post","tags":["wormventures","devlog"],"title":"Translation work"},{"body":"This is where \u0026quot;Basement Society\u0026quot; comes from... I just took a picture of the place where I will work in full time for the next weeks. Of course this is in the basement of our house.     I wasn't sure for some time if I will carry my PC from the living room down to the basement to work on the game or if I will upgrade my PC in the basement (which I usually use for making music) to be capable of doing game dvelopment with it. In the end I decided to buy a new graphics card for the basement PC and leave my other PC in the living room.\n","link":"/post/wormventures/wormventures-sabbatical-workplace/","section":"post","tags":["wormventures","devlog"],"title":"My workplace for the next weeks"},{"body":"Since Wormventures - Barrier 51 is in a state of feature completion which means every system for doing stuff in the game is implemented and will not change from now on to keep focus on the content, I couldn't help but change my current way to draw skies in the scenes.\nYes, I know, it was the LAST system I changed. I promise.\nBut the new solution for sky drawing is so much better. My old sky was a blue color gradient in the background of each scene with two layers of clouds that rotated around the scene, which was ok but not what it deserved to be.     The new sky has procedurally created cloud layers, it can do day and night transitions, is much easier to implement and simply looks great.     For those interested: I now use a system from the Unity Asset Store called \u0026quot;Jupiter - Procedural Sky\u0026quot;.\n","link":"/post/wormventures/wormventures-new-sky-system/","section":"post","tags":["wormventures","devlog"],"title":"A new procedural sky system"},{"body":"Seven years gone... After working on the game in my spare time for around seven years now I finally take some time off of work to develop full time for a whole month. The means the loss of a whole months wage for me and my family and the decision was not easy, but it is very hard to keep track of the development if you only have an hour or so every other day to work.\nSpare time game development in practice In practice it looks like this: I need a new animation for a character and the last time I animated something was weeks ago. The skeletons of the worms are quite complex to handle (for those who are technically interested: I use a custom made spline IK system with animateable handles and IK, intermediate and deform bone layers to have a smooth and bug free conversion from IK to FK for exporting to Unity) and doing animations with weeks or month in between means that I have to basically relearn doing animations which is very time consuming and frustrating.\nThe goal My goal for October, the month I will have my Sabbatical, is to finish the game. I guess the time frame is too short to have the voice overs done by end of the month but I want to have the game playable from start to finish with all puzzles, scenes, dialogues, animations, sound fx, music and cutscenes included. It's a tough goal and I guess it won't be a 9 to 5 job (more like 9 to 9), but I'm very motivated and \u0026quot;hungry\u0026quot; for the weeks to come.\nWish me luck!\n","link":"/post/wormventures/wormventures-full-time-develpment/","section":"post","tags":["wormventures","devlog"],"title":"One month of fulltime development"},{"body":"sqUId posts ","link":"/post/squid/","section":"post","tags":null,"title":""},{"body":"I always liked the idea of Toasts in Android to give a quick response to the user if something happens. Based on that idea I implemented a QuickMessage system into sqUId.\nWith the command UI_QuickMessage() you are now able to display a quick message to the user in the like of Android Toasts. You can define the time the message is displayed on screen or even use 0 as the time parameter which forces the user to click on the message to dismiss it.\nYou are also able to define where the QuickMessages will be displayed, e.g. in the bottom right corner or top centered. If multiple messages are displayed they will be stacked on top of one another.\n","link":"/post/squid/squid-quickmessages/","section":"post","tags":["squid","devlog"],"title":"QuickMessage system added"},{"body":"","link":"/tags/squid/","section":"tags","tags":null,"title":"squid"},{"body":"","link":"/series/squid-devlog/","section":"series","tags":null,"title":"sqUId DevLog"},{"body":"Material and Bootstrap icons added After having support for Font Awesome icons for a long time now I also implemented support for Bootstrap and Material icons by using their otf font files. This brings a whole lot of new icons to sqUId:\n Font Awesome: 675 Material: 2234 Bootstrap: 1953  That means right now there are 4862 icons available (plus the system included ones) from 3 font libraries for you to use easily.\nNew implementation of icon fonts I also changed the way the icons are implemented into the system to make future additions of icon fonts very easy.\nBasically for each icon font there is a pb file with the font included as binary data, a list of constants to use in code to access the icons and the functions to initialize the icons in your programs.\nThose pb files can be generated using simple code that parses the css files of the font and processes the icon names and corresponding unicodes. Since the unicodes of the fonts can overlap, you are able to specify an offset that will be added for the generated constants and subtracted by the system, if you use such a constant in code, so that the correct icon is drawn on screen.\nExample The original code for the \u0026quot;file_earmark_fill\u0026quot; icon of the Bootstrap library is 62313. The offset is set to 100000 so the constant entry in the font pb file is set to 162313. When using the constant in code the real icon drawn is 162313-100000 which is the code 62313 again.\nThe constants for each icon are named by the following anming conventions: #UI_[font-short-name]_[icon-name]\nSo for example the \u0026quot;file_earmark_fill\u0026quot; icon of the Bootstrap library has the constant #UI_BS_file_earmark_fill, the \u0026quot;wifi_channel\u0026quot; icon of the Material library has the constant #UI_MA_wifi_channel.\n","link":"/post/squid/squid-new-icons/","section":"post","tags":["squid","devlog"],"title":"New icons available in sqUId"},{"body":"I just uploaded a new video on YouTube which gives an impression of the gameplay and features the german voice overs.\n  ","link":"/post/wormventures/wormventures-gameplay-video/","section":"post","tags":["wormventures","devlog","video"],"title":"New gameplay video with german voice overs"},{"body":"Voice Overs I thought about implementing voice overs in the game for a long time and it seemed to be something that I could not afford financially and also time-wise. Then I made this terrible mistake at the end of 2022 by recording some test voice overs for one scene of the game. What can I say: It sounds and feels so good and adds so much quality to the game that there is no way around this anymore:\nThe game will have full german voice overs! I am currently casting german voice over artists to record all the voice over files for the demo version of the game and a bit more for the characters, that are featured in the demo and have appearances later in the game. At the moment I cannot say anything about english voice overs in the future, but for now they are not planned and I'm not working on them.\nDemo Version After having a demo version ready mid 2022 I found it to be a bit short. It featured the interactive intro to the game (Chapter 0.5) and had a playing time of something like 20 to 30 minutes. So I decided to include the whole first chapter (of seven) into the demo version which will result in a playing time of 1 to 2 hours I guess which I think is better to get a real impression of what the game will have to offer.\n","link":"/post/wormventures/wormventures-german-voice-overs/","section":"post","tags":["wormventures","devlog"],"title":"German Voice Overs / Longer Demo Version"},{"body":"As optimistic as my plans were it is not possible for me to release Wormventures - Barrier 51 in 2022. My next (but not less) optimistic guess is until the end of 2023. I`m working on this installment of the game since 2012 now and I wouldn't be happy if the game is not the best I'm able to make. That said there is still a lot to do before the game can be called finished. It is completely playable from start to finish but lacks of a lot of animations, cutscenes, sound effects and some other stuff, that are vital to the game to fully enjoy it.\n","link":"/post/wormventures/wormventures-coming-2023/","section":"post","tags":["wormventures","devlog","demo"],"title":"Game not coming in 2022"},{"body":"The three original songs from the jukebox in the Wormhole, a dark and dusty bar on Ugly Island, from Looky - The Adventure found there way back into the brand new jukebox (still from Wormlitzer, the best manufacturer of jukeboxes on planet Vermis). You now will be able to listen to \u0026quot;Stormworm\u0026quot; by Wormy Maiden (or was it \u0026quot;Iron Wormson\u0026quot;?), \u0026quot;Wurm aus Metall\u0026quot; by Gänsewürmchen and \u0026quot;Cyanide\u0026quot;, an instrumental track by Machine Worm. It was great fun to listen to these songs again after all these years. Looky - The Adventure was originally released back in 2007 and is still available on itch.io.\n","link":"/post/wormventures/wormventures-stormworm-is-back/","section":"post","tags":["wormventures","devlog"],"title":"Stormworm is back"},{"body":"After finishing the demo version I thought that it could be a bit short and decided to not only feature chapter 0.5 but also chapter 1 in the demo. That means, that that there will be a new beta round. With chapter 1 included, the demo will have a lot more gameplay, characters and story to really get a impression of what is going on and what it is all about without spoilering the real plot of the game. It will be released soon.\n","link":"/post/wormventures/wormventures-demo-update_chapter1/","section":"post","tags":["wormventures","devlog","demo"],"title":"Demo version updates"},{"body":"Thinking about UX Nowadays everybody seems to talk about user interfaces in adventure games. Well, maybe not everybody, but I recently watched a video by Point\u0026amp;Click Devlog in which Adam talked about playing a point\u0026amp;click adventure called \u0026quot;Voodoo Detective\u0026quot;, which got him thinking about the UI in his own game \u0026quot;The Biggleboss Incident\u0026quot;, because it was very well done in that game. That's funny because I just finished a game called \u0026quot;Encodya\u0026quot; which did a pretty bad job with it's UI and which got ME thinking about the UI in my game and UI's in general.\nInventory from hell A thing that absolutely drove me nuts in Encodya was the inventory. Not only was it in the way and hiding for example hotspots of scene exits that were at the bottom of the screen, but it had some additional points of shame, too:\n Everytime you use an item on an object, that has no iteraction for it, it got deselected and the item was put back into the inventory. That means that you have to pick up that item again from the inventory to use it on another object. The first point is bad enough, but what made it even worth was the fact, that you can't just pick an item and it's active. No, you have to click it and select \u0026quot;use\u0026quot; from the appearing interaction menu. Way too many clicks to perform a simple task.  It's not amusing at all to pick up the first item by clicking it and choosing the \u0026quot;use\u0026quot; interaction, than scrolling through the inventory item-by-item by clicking on the \u0026quot;right arrow\u0026quot; to get to the end of the list and then using it with the last item to get a \u0026quot;That doesn't work\u0026quot; and the item is no longer selected. To test this item again with another one you have of course scroll to the start of the inventory item-by-item by clicking on the \u0026quot;left arrow\u0026quot;. And because of many red herings in your inventory you may click very often to get around. Can't imagine a way of getting it worse than that.\nUse single interaction? Another bad design decision is, that even with scene objects that only have one interaction available, you have to click to open the interaction menu and then select the only available option. The game was created using Unity and Adventure Creator, like my game is, too, and there is an option called \u0026quot;Use single interaction?\u0026quot; which suppresses the interaction menu and directly shows the only possible interaction, when hovering over a hotspot. Why wasn't this feature used? It's just checking a checkbox. I don't know.\nConclusion There's only left to say that an UI should support the player to find a solution to a problem and not be the problem itself. The UI has to be the players weapon against the enemies (puzzles) that the villain (adventure game designer) throw at them. Encodya did a pretty bad job at this.\n","link":"/post/wormventures/wormventures-talking-about-ui/","section":"post","tags":["wormventures","devlog"],"title":"Talking about UI: Inventory"},{"body":"Hi,\nI like my privacy and so should you. Therefore this homepage makes no use of any cookies. I don't want to know who you are, where you are and what you are and I think noone should want this to know. And I don't have any statistic robotniks like Google Analytics or others running. Feel free to frolic around my page and feel save.\nBut you should be aware that if you contact me via email, there is a chance that others could reed what is sent, which technically has nothing to do with this site.\nTo contact me have a look at the About page.\nThanks for reading, have a nice day!\nRegards\nMAC\n","link":"/disclaimer/","section":"","tags":null,"title":"Disclaimer"},{"body":"Beta testing of the demo version is still ongoing and to help the testers decide what is right and what is wrong with the game I recorded a playthrough of the whole demo and uploaded it on YouTube. Warning It's not recommended to watch this if you are not a beta tester, but instead wait for the demo release which shouldn't be far away.\n   ","link":"/post/wormventures/wormventures-demo-beta-playthrough/","section":"post","tags":["wormventures","devlog","demo","video"],"title":"Demo version playthrough on YouTube"},{"body":"The beta rounds for the demo version of the game were successful and some changes were made based on feedback of the testers:\n [NEW] Initial language selection on first game start [NEW] Long dialog lists (\u0026gt;5 entries) can now be scrolled with the mouse wheel [NEW] The Escape key can now be used to toggle pause mode [NEW] The Inventory can now be scrolled with the mouse wheel [FIX] Dialog boxes now render correctly in all screen resolutions [FIX] Fixed bug in scene \u0026quot;Village\u0026quot;: Looky sometimes slowed down while crawling because he had to push the invisible mailworm [FIX] Music is now stopped when the game is paused [FIX] The Inventory now works in all screen resolutions [FIX] \u0026quot;Remember...\u0026quot; components on game objects were corrupted which caused errors when saving/loading game saves  ","link":"/post/wormventures/wormventures-demo-beta-update/","section":"post","tags":["wormventures","devlog","demo"],"title":"Demo version updates/bug fixes"},{"body":"Yeah, the demo version of the game is ready!\nIt's available for Windows, MacOSX and Linux and is currently being tested by several people. I'm curious how the game works.\nThe demo itself contains the complete chapter 0.5 which is some kind of interactive intro. The playtime for this should be around half an hour, if you take it slowly.\n","link":"/post/wormventures/wormventures-demo-beta-start/","section":"post","tags":["wormventures","devlog","demo"],"title":"Demo version ready for beta testing"},{"body":"Duisburg, Germany - January, 26th 2022\nOfficial anouncement After several years of development and the launch of the Steam page for the game I guess it is time for an official anouncement. Wormventures - Barrier 51 is the re-development and conclusion of the freeware point\u0026amp;click adventure game Looky - The Adventure which was released 2007. It is not only the long anticipated second half of the game but also a complete re-development of the original. It combines the best of both worlds: Modern visuals in 3D with camera cuts and movements along with classic puzzles, dialogs, inventory and point\u0026amp;click controls. Things that adventure fans know and love.\nSteam page online Valve approved the Steam store page yesterday and it can now be discovered and enjoyed in its entire beauty. The upcoming demo version of the game will be available there, too. Releases in other stores are currently evaluated. Me personally I'm a fan of DRM free software, so I will definitely watch out for an opportunity to make this happen.\nTeaser video published A first teaser video was made for use on the Steam store page and can now be viewed there as well as on the press kit page and the official YouTube channel along with some other short videos.\nAbout the game Details about the story and features are available on the Steam and press kit pages.\nState of development / demo version / release date The development is in an advanced stage right now and I'm optimistic to release the game in 2022. A demo version of the game is currently being prepared. The game will be available for Windows, MacOS and Linux systems. At the moment the game has no voice overs but there are plans to provide them, at least in german. We will see what the future may bring.\nLinks Steam page YouTube Channel Homepage Press-Kit\nWith kind regards\nMarcus 'Mac' Röckendorf (Basement Society)\n","link":"/post/wormventures/wormventures-press-release-1/","section":"post","tags":["wormventures","press release"],"title":"Press Release: Official anouncement / Steam page online / Teaser video published"},{"body":"Hey there,\nand welcome to the first Dev Blog post in 2021!\nThis time I’d like to show how a scene evolves from a rough collection of simple blocks and shapes (this is called „grey boxing“) to a finished scene.\nThere are many ways and strategies to make a video game: You could make each scene one by one while working on it until it’s ready which means doing all the modeling, texturing and animations and then combining it to a scene while adding the game logic that is needed. Or you could design all scenes with very ugly concept „art“ but working logic and make them look nice afterwards.\nThe latter was the strategy I used for creating Wormventures – Barrier 51. I made up every scene in the game with simple primitives (boxes, cylinders, …), implemented all the game logic (things you could take, characters to talk to) and puzzles. This way I was able to get a game that was fully playable from start to finish in a quite early stage of development. This included writing the code to make items disapear in the scene if the player take them. The mesh that is referenced in such piece of code can be easily swapped if the real object is physically included. Some puzzles and minigames are still left to do, but those won’t affect development because they are isolated from the rest of the game logic. This is a good way to work because you can make vital design choices in a phase where changes won’t affect much of the work you have done before. For example you are able to experiment with camera positions and angles before designing the art of the scene which keeps you from modeling art that won’t be seen in the final scene because the camera won’t ever have that model in view. Another advantage this approach offers is, that you can tweak the timing, pace and dynamics of the game without the danger of working on assets that would have been cut out later in the development process.\nAn example This is a temple Looky has to visit in chapter 3 of the game. I started with just simple boxes I created in a 3D modeling software called Blender.     This model then is opened in Unity where the scene itself created. Hotspot were being added, markers (point where Looky crawls to, when interacting with things in the scene) were created and all dialogs and logics were implemented.     More and more details were added in Blender. Unity updates the models used in the scene automatically when changes are saved once they are included in a scene.         Afterwards the scene got pimped in Unity itself with self-made models and Assets I bought in the Unity Asset Store.         And this is how it looks in the game right now. There is still work to do:         ","link":"/post/wormventures/wormventures-scene-evolution/","section":"post","tags":["wormventures","devlog"],"title":"Scene Evolution"},{"body":"Hi there,\nthe last 10 or so days I was busy creating characters for the game. Until then there were only 9 out of a total of around 50 characters ready. In most scenes there were dummy objects, mostly cylinders, that you could talk to. Now, the total worm count in the game is at 23, which means that almost half of the characters are done. And even though some of them are not final it is very motivating to have real characters in the game now that look, smile and laugh at you.     If I had to animate and create blend shapes for facial expressions for every single worm I wouldn’t be able to do it, but all animations I create for Looky are useable by any other character. A list of facial blend shapes like phonemes (for lip synching) and expressions are also available for all new characters. I only have to create those that are unique for a character.\nIn addition I recently bought a new asset pack from the Unity Asset Store that has 100 hats available game ready. I already used some of them for the new characters like the police officer and the Cannibal Chef and I tried to let Looky wear a christmas hat which makes him look quite festive:     ","link":"/post/wormventures/wormventures-worms-multiply/","section":"post","tags":["wormventures","devlog"],"title":"Worms, worms, worms – They multiply!"},{"body":"A short clip from the 3D point\u0026amp;click adventure game Wormventures - Barrier 51. This is Looky buying some chili powder from his aunt Emma, who has a small business on Market Island.\nThis video is taken directly from the Unity Engine editor and is a scene from the game itself. But be aware that this is from the alpha phase of the development, so everything is subject to change until release.\n  ","link":"/post/wormventures/wormventures-looky-wants-the-chili-powder/","section":"post","tags":["wormventures","demo","video"],"title":"Looky wants the chili powder"},{"body":"From time to time I come back to my worm models to add some animations like last weekend. I added a nice looking run animation to Looky so that when you double click somewhere on the screen and that point is far enough away from Looky, he will run (or better said „jump“) to that point. To have points of interest in a scene that are quite far from each other by design is one thing, but not to have an option to get there fast is another. Or more precisely: It’s best to keep the routes very short by design, but occasionaly you want the player to be aware of distances between things and you have to make sure as a game designer to not let that frustrate him or her.\nI’m quite happy with how the run animation turned out and I made some other animations too, to make dialogs a lot more lively. For example I added a dismissive gesture when Looky said „Aw, don’t worry!“ and a shake animation when he holds his breath, while trying to buy some chili powder from Aunt Emma. The very cool thing about this is the fact that those animations are not only recycable across several dialogs, but also across all worms in the game. Since all characters use the same „Animator Controller“ (maybe I explain the animation engine in more detail in a future blog post), all animations that I add to Looky are automatically usable by all other worms. For example these are some moments in the game, where I could use the „Point“ animation.                 Don’t worry: Wormventures – Barrier 51 won’t be a „Point-On-Everything“ game.\n","link":"/post/wormventures/wormventures-worms-run/","section":"post","tags":["wormventures","devlog"],"title":"Worms that learn to run"},{"body":"Meanwhile “Wormventures – Barrier 51” has a long (and not always shiny) history. The whole thing began 1998 when me and some friends sat together and had the idea to create an adventure game. Since I was drawing comics during my school time with worms as characters and no one of us would have been able to draw a human character and animate it, we thought it would be a great idea to make an adventure with worms. When I take a look at it now I say that was a bad decision, because today you can buy humanoid 3D characters at any street corner for a good price or even build them yourself using a ton of tools out there – completely rigged and animated. But who would have thought the production of a computer game could last more than 20 years…\nThe storyline and some puzzle ideas were written quite fast and the time to develop it was there. Because I already was developing games with a programming language called Blitz3D we thought it would be a good thing to make a 3D point and click adventure. So I sat down to create an engine with Blitz3D to use for creating adventure games. Development went quite good until the point came to build an internal scripting engine to code the game logic in. That went not that good and some other things like converting 3D models and animations from one file format to the other made life really hard. So finally we dropped the engine and searched for something new.\nAfter some time of testing several game development engines we discovered the Wintermute Engine (WME) by the Czech developer Jan ‘Mnemonic’ Nedoma. That was around 2004 I’d say and this was the technically best engine for creating adventures at that time. The thing was that it was only able to do 2D adventures back than and so we decided to make the game in 2D instead of 3D. The models we had made were still usable. We just rendered out the scenes in 2D and had the possibility to do some work on the renders in 2D afterwards. Production went well from that point on and while working on the game the original plot changed a bit. With “a bit” I mean that the game’s story nearly doubled its size and the game’s ending got a completely new one. Things like the planet vermis with all its continents, cultures and backstories were created.\n2007 we were ready to release the first half of the game under the name Looky – The Adventure which already had 5-7 hours of gameplay and full german voice overs, which was not standard back in the days. The length of the game fit the original plot but with a cliffhanger at the end instead of the original ending. With its 667MB of download size it was quite a big game, nowadays 667MB is nothing. The second half of the game was still being developed with the Wintermute Engine when Matthias quit the team. The project was on hold from then on.\nSome years after that I felt the urge to work on the project again but the Wintermute Engine was not worked on or supported anymore and was technically somehow behind time and so I decided to work on a new adventure creation engine again. It was called TDAE (Three-D Adventure Engine) and this time I developed the parts that didn’t went well in my first engine first. A nice internal scripting engine with things like Visual Scripting (you could connect functional blocks with lines in a graphical editor) was maturing well also things like camera movement, lip-synching, a dialogue editor and other things were ready to go. But then I accidently found Unity and the adventure creation asset Adventure Creator. Production of my engine was canceled immediately.\nAdventure Creator was exactly what I was trying to achieve with my own engine but it was working and production ready. With Unity as the graphical backdrop visuals were way better then with the Ogre Engine I used in my own product. Workflow-wise it brought production of the game to a whole new level. While working with the Ogre Engine there were a lot of steps to do to get 3D models and animations from the modeling application to the engine with lot of converting and problems that naturally come with it. With Unity there was only saving the scene to the game folder and it was immediately in the game. That was awesome! The Unity animation engine which is basically a whole self-sufficient system on its own was mind blowing, too. That way I came to Unity and bought Adventure Creator and I’m developing the game alone since then. Matthias still has no interest in working on the game. I use Blender to do the modeling and animations, applications like Gimp, Paint.Net and Krita for 2D things like textures, Unity as the game engine and Adventure Creator to do the game logic. A lot of assets I bought off the Unity Asset Store help me to achieve what I want to create.   In the video I provide with this post I mashed up some scenes from the game of the several versions. The 1999 version that was realtime 3D and made with Blitz3D, the 2007 version in 2D made with the Wintermute Engine and last but not least the 2020 version that is currently in development. The scenes from the 2020 versions are still work-in-progress (the lighting in the pumping station and other things are definitely not final).\nMarcus\n","link":"/post/wormventures/wormventures-history/","section":"post","tags":["wormventures","devlog","video"],"title":"The longest journey (an adventure game ever made)"},{"body":"A short clip from the 3D point\u0026amp;click adventure game Wormventures - Barrier 51. This is Looky crawling around the Wormcific Ocean Post Office located on Market Island, one of the islands in the Wormcific Ocean.\nThis video is taken directly from the Unity Engine editor and is a scene from the game itself. But be aware that this is from the alpha phase of the development, so everything is subject to change until release.\n  ","link":"/post/wormventures/wormventures-crawling-the-post-office/","section":"post","tags":["wormventures","demo","video"],"title":"Crawling the post office"},{"body":"A short clip from the 3D point\u0026amp;click adventure game Wormventures - Barrier 51. What you see here is Looky visiting Aunt Emma's Crispy Hut located on the market place on Market Island, one of the islands in the Wormcific Ocean.\nThis video is taken directly from the Unity Engine editor and is a scene from the game itself. But be aware that this is from the alpha phase of the development, so everything is subject to change until release.\n  ","link":"/post/wormventures/wormventures-the-volcano-thing/","section":"post","tags":["wormventures","demo","video"],"title":"The Volcano Thing"},{"body":"Hi, my name is Marcus and I’m currently developing a Point\u0026amp;Click Adventure called „Wormventures – Barrier 51“. It’s going to be a classic humorous cartoon adventure game with a surprising story and full 3D graphics.\nBest of both worlds I’m trying to utilize the best of modern 3d graphics, including cinematic cutscene in game (not pre-rendered), dynamic camera movements and close-ups in dialogs and while examining something in a scene, but keeping the classic point-and-click controls, that makes playing an adventure game easy and comfortable for us nostalgics.\nSince development is in a stable state (most of the design decisions are made, core mechanics are stable and most of the game is playable), I’d like to share some information about the game from now on like screenshots, some development news, status updates and random rants about things that do not work as I expected.\nIn the past in my humble opinion it was better to work on the game in the (rare) free time I have than posting thing in the internet, but I’m at the point now that wants me to reach out to the world to tell what I’m doing. Yes, maybe I’m a bit proud of what I achieved so far and I have some appetite to show the world. Take this as the launch of my development blog, that I’m promising to fill with life as the development goes on.\nI currently don’t know what update schedule I will manage to keep, but I think about at least weekly updates. What I plan to post about is the current state of the game, insights about the development like designing scenes, workflows, tools I use, technical things and some background informations about the world I created. And of course I would like to hear what you think about it.\nSo let’s start this journey with a small video clip from the game. This is Looky in the local post office.\n  Marcus\n","link":"/post/wormventures/wormventures-blog-start/","section":"post","tags":["wormventures","devlog","video"],"title":"Crawling into the light: Wormventures – Barrier 51"},{"body":"","link":"/tags/voiceover/","section":"tags","tags":null,"title":"voiceover"},{"body":"Projects I provided german voiceovers for:\nFor Looky - Das Adventure:\n Looky Bootswurm Eichenwächter Herbert Alfonso Pestalozzatuccirano Luigi Pestalozzatuccirano Grappa Cannibal Cookie Kanama Abwarten IV.   For Feuersturm - Kapitel 2:\n Intro Stimme   For Diccuric:\n Altor Corvin   For Police Officer Smith:\n Obsthändler Schmuckverkäufer   For Kyrus - Die Kasten des Krieges:\n Sytrex   For Gothic II-Mod dessen Namen ich vergessen habe:\n Varus Pietus (Priester) Geist   Plus some indie movies, as well as some Gothic and Oblivion mods.\n","link":"/post/voiceover/voiceover-references/","section":"post","tags":["voiceover"],"title":"Voiceover: References"},{"body":"","link":"/archives/","section":"","tags":null,"title":""},{"body":"Features | Squeme System | Dynamic Layouts | Localizations | SqUIditor | Development\n   sqUId - What's that? sqUId is a simple yet versatile UI library for PureBasic. It adapts the clear and straight visual apperance of modern UIs such as Metro while giving you enough freedom to change every detail to your liking.     Features  Dynamic Layouts Powerful Panel System Window System Menu System Native FontAwesome, Bootstrap and Material Icons integration Powerful Table Component with sort and filter Linking of gadget attributes Linking of gadget attributes to variables sqUIditor – A powerful UI form designer and project management app squeme System (sqUId theme system) Localization System Advanced Tooltip System Built in role system (Automatic hiding and disabling of gadgets based on user role) QuickMessage System    Squeme System The embedded sqUId Theme System gives you the opportunity to rely on a theme for the whole UI, whole windows down to just a gadget. A built-in inheritance system makes it possible to inherit the look of a parent gadget to its children automatically. Of course you are able to for example give a single child gadget a look of its own based on another squeme or simply by changing every detail (shape, color scheme, …) for yourself.        Dynamic Layout Inspired by PureBasic’s Dialog System (which I like very much) the layout of the windows are dynamic. You won’t have to give a single x or y coordinate to a gadget. Just lay out elements and gadgets … and done!     Clean, fast and simple - but powerful A wide range of gadget types can be used while having a comparable small amount of basic gadgets to use to have maximum overview. For example does a Panel Gadget come in three flavours: As a single tab gadget that can be used as a container or frame gadget, a multi-tab gadget like the one you know from PureBasic or a collapsible panel to have a quick and good foundation to build property gadgets without effort.\nAnother thing I wanted to be really versatile because you often rely on it is a powerful and versatile TableGadget. I wanted to have tables the can work as a simple list, a tree with optional cells to change, a spreadsheet-like grid, and it has to have sort and filter options built-in and give the user of your application the possibility to change sizes of rows and columns to his liking without hussle.\nInteractivity and drawing updates are done via a tree based approach which only updates on screen what really changes to speed up the whole UI.\n       Multi-language support A built-in localization system helps you to design multi-language tools without effort directly in the Project Manager (and of course later in your project for the dynamic things). There is even support for po-files, a commonly used file format for translation data.      sqUIditor: Not a form designer - a project manager! The included form designer called sqUIditor does a bit more than you would expect. It is basically a whole project management tool. You design the forms, layouts and menus, manage themes and languages for your application and even populate Tables and ComboBoxes with items in it, if you want to. Image and Icon management included, of course. Linking of gadgets and variables, editing behaviour of gadgets and other elements and management of PureBasic build targets and projects are also included. I’m not lazy but efficient, I want everything done with as less work as possible when I code a new app.     Fun Fact The sqUIditor UI is completely done in sqUIditor – this is what is called the „sqUIdception„!\n  \nDevelopment Blog \r2023-09-02: QuickMessage system added\r2023-08-21: New icons available in sqUId\r\rView more\r","link":"/squid/","section":"","tags":null,"title":"sqUId - Simple \u0026 Quick UI Designer for PureBasic"},{"body":"Trailer | Screenshots | Features | Development Blog | Buy | Presskit  Story   A classic 3D cartoon point \u0026amp; click adventure game. In a galaxy at the other end of the universe, on a planet called VERMIS, there are creatures so fearsome that it overwhelms all human imagination. Beings so wise and so far advanced that the very brightness of their aura would instantly blind our human eyes … well, not really 😉\nThe inhabitants of this planet are worms, pretty clever ones at that! Among them is the renowned inventor simply referred to as ‚Technologician‘. By means of a self-built seismograph he discovered that the volcano ‚Mount Spit‘ on the central island ‚Residenco Volcano‘, that was believed to be inactive for eons, may not be quite as dead as assumed. So the elders of the small island kingdom around Residenco Volcano decide to send out a brave hero to get an overview of the situation. As \u0026quot;luck\u0026quot; would have it Looky, your perfectly average worm, is assigned this dangerous task. Why dangerous? Legend has it that Residenco Volcano is inhabited by a tribe of cannibals that is reason enough for all worms to not set foot on this island (or more accurately: a tail, or tailtip, or … you know what I mean…).\n    Available for \r \u0026nbsp;\u0026nbsp; \r      Languages German: Voice Over / Text \u0026nbsp;\u0026nbsp;\u0026nbsp;\u0026nbsp; English: Text   \nTrailer  English    German               \nScreenshots        \nFeatures    Visit more than 60 locations on several continents Meet over 40 characters on your way Reveal dark military secrets Encounter unbelievable conspiracies Win crazy drinking contests Save planet Vermis from eternal subjugation        \nDevelopment Blog \r2026-03-13: Wormventures - Barrier 51 released on itch.io\r2025-03-14: Get 10% off at the Steam Spring Sale\r2025-01-15: Game released\r2024-12-04: Demo version was updated to version 1.1.0\r2024-12-02: Release date\r\rView more\r \nBuy Steam \nitch.io Wormventures - Barrier 51 by Basement Society  \nPresskit See the Wormventures - Barrier 51 Presskit\n","link":"/wormventures/","section":"","tags":null,"title":"Wormventures - Barrier 51"},{"body":" Hi there,\nmy name is Marcus Röckendorf, aka 'MAC' from Duisburg, Germany. Welcome to my homepage!\nI'm a ...\n Game developer Application developer Code library developer Asset designer Musician Voice over artist  Currently working on Wormventures - Barrier 51, a 3D cartoon point\u0026amp;click adventure game and sqUId, a complete and feature rich UI system for PureBasic.      I released my stuff under different labels, be it Bullshit Softworx for software or Basement Kitchen / MAC for my music. But recently I compiled it all under the label Basement Society which resembles the fact, that I work in my basement lab in Duisburg, Germany to make my music, develop my software and tinker with electronics from time to time.\nThis homepage/blog will give an overview about what I'm currently doing. After using Joomly and Wordpress for several years I decided to go back to the roots, which meant making the whole site static by using HUGO, an excellent and blazing fast static site generator written in GO. The Theme used is called Clarity done by Chip Zoller and many contributors. Thanks to these people for the nice Theme! Have you seen yet that you can switch between light and dark mode in the upper right corner? That's nice!\nIf you want to get in contact with me use one of the following email adresses:\nwebmaster (at) mac-bs.de\nbasement.society (at) mac-bs.de\nHave fun discovering the site!\nRegards\nMAC\n","link":"/about/","section":"","tags":null,"title":"About"},{"body":"The Nightmare Factory (Album) by Basement Kitchen\r","link":"/album-nightmare-factory/","section":"","tags":null,"title":"Basement Kitchen - The Nightmare Factory (20xx)"},{"body":"Project 10 (Album) by Basement Kitchen\r","link":"/album-project-10/","section":"","tags":null,"title":"Basement Kitchen - Project 10 (2013)"},{"body":"This is a rock cover of the Simon \u0026amp; Garfunkel song \u0026quot;Scarborough Fair / Canticle\u0026quot;. Done in May 2012 by Marcus 'MAC' Röckendorf. Have fun!   ","link":"/post/videos/mac-scarborough-fair/","section":"post","tags":["Music","Video"],"title":"MAC - Scarborough Fair / Canticle"},{"body":"","link":"/tags/music/","section":"tags","tags":null,"title":"Music"},{"body":"A new video of a song from my upcoming fourth album \u0026quot;Project 10\u0026quot;. The song is about what death says when he comes to guide you to Hades. Have fun with it!\nSong written, performed, recorded and mixed by Marcus 'MAC' Röckendorf in 2011. Video shot and edited by Marcus 'MAC' Röckendorf in 2012. Copyright by Marcus 'MAC' Röckendorf.   Lyrics 1Calm down 2Fight the shiver 3Let go 4Pass the river 5 6Knock knock 7Knock knock 8Who is it on the door 9It\u0026#39;s me 10It\u0026#39;s death 11You\u0026#39;re the one I\u0026#39;m looking for 12Don\u0026#39;t run don\u0026#39;t hide 13Come silently outside 14Don\u0026#39;t run don\u0026#39;t hide 15Come to the other side 16 17For you it\u0026#39;s time 18I know you\u0026#39;re feelin\u0026#39; fine 19Don\u0026#39;t struggle don\u0026#39;t whine 20Now your ass is mine 21Don\u0026#39;t fight it\u0026#39;s right 22There is no shiny light 23Don\u0026#39;t fight it\u0026#39;s right 24Come to the other side ","link":"/post/videos/mac-styx/","section":"post","tags":["Music","Video"],"title":"MAC - Styx"},{"body":"","link":"/tags/competition/","section":"tags","tags":null,"title":"competition"},{"body":"","link":"/tags/daedalic/","section":"tags","tags":null,"title":"daedalic"},{"body":"My first contribution to the cover song contest for the Daedalic Entertainment / Rondomedia 2D point\u0026amp;click adventure Harvey's New Eyes, the sequel to the brilliant game Edna's Breakout.\nThis version is somewhat closer to the original by Poki and Finn in comparison to my other contribution (the Reggae Mix).\nVocals, guitar, bass, keyboards and drum programming by me. Recorded on September 16th, 2011.   ","link":"/post/videos/mac-nadel-und-faden-alternativ/","section":"post","tags":["Music","Video","competition","daedalic"],"title":"MAC - Nadel und Faden - Alternativ Mix"},{"body":"My second contribution to the cover song contest for the Daedalic Entertainment / Rondomedia 2D point\u0026amp;click adventure Harvey's New Eyes, the sequel to the brilliant game Edna's Breakout.\nThis version is more individual than the original by Poki and Finn in comparison to my other contribution (the Alternativ Mix).\nVocals, guitar, bass, keyboards and drum programming by me. Recorded on September 17th, 2011.   ","link":"/post/videos/mac-nadel-und-faden-reggae/","section":"post","tags":["Music","Video","competition","daedalic"],"title":"MAC - Nadel und Faden - Reggae Mix"},{"body":"A song about fear in German. Written and recorded by me in October 2010.\nHave fun.   Lyrics 1Ich weiß es ist nur ein Gefühl 2Etwas das in meinem Kopf passiert 3Ich zog das ins Kalkül 4Doch es ist ausradiert 5 6Informationen gehen vom Auge an\u0026#39;s Gehirn 7Doch auf dem Weg wird das meiste gefressen von Tieren 8Die sich durch meinen Kopf arbeiten 9In meinem Schädel Angst und Schrecken verbreiten 10 11Wie lang bin ich hier schon drin 12Wohl eine Ewigkeit 13Ich reiß mich los und dann Rennen 14Bei der nächsten Gelegenheit 15 16Ich kann nicht mehr klar denken 17Die Angst hat das Steuer übernommen 18So sehr sich meine Hirnwindungen auch verrenken 19Ich seh nicht klar sondern verschwommen 20 21Die Wände kommen näher 22Ich muss hier raus 23Und ich hab Angst im dunkeln 24Und das Licht ist aus 25Die Wände kommen näher 26Ich muss hier raus 27Ich will weg von hier 28Hier droht das Chaos 29 30Wie bin ich hier hin gekommen 31Und was mach ich hier 32Wie kann das sein 33Das kommt doch nicht nur vom Dosenbier ","link":"/post/videos/mac-klaus-t/","section":"post","tags":["Music","Video"],"title":"MAC - Klaus T."},{"body":"A metal cover of the brilliant Beatles song 'We Can Work It Out'.\nDone by Marcus 'MAC' Röckendorf in 2010.\nHave fun.   ","link":"/post/videos/mac-we-can-work-it-out/","section":"post","tags":["Music","Video"],"title":"MAC - We Can Work It Out"},{"body":"A re-recording of a song from my first album 'Beloved Solitude' (1999). Song written and vocals, guitars, bass and drums performed 2010 by me. Have fun.   Lyrics 1Miraculous love you thought it was 2But it was all what you misconstrued 3You have to choose if it\u0026#39;s a win or a loss 4All I know now I underrated you\u0026#39;re shrewd 5 6I thought I knew your whole mind range 7I thought I could keep you in my cage 8I believed in your naivety once more 9One time too much I know 10I hoped I could hold you under my spell 11 12Fatal trusting cost your head 13Blinded by faith and your good nature 14I\u0026#39;m sure you meant everything you said 15Your faith in me it was your failure 16 17I thought I knew your whole mind range 18I hoped I could keep you in my cage 19I believed in your naivety once more 20One time too much I know 21I hoped I could hold you under my spell 22 23Walls of lies surrounded you 24Everyday in all of your life 25Now them teared down and you look through 26Straight into reality\u0026#39;s eyes 27But tell me is it better then it was 28As I kept you under my spell 29 30I thought I knew your whole mind range 31I thought I could keep you in my cage 32I believed in your naivety once more 33One time too much I know 34I hoped I could hold you under my spell ","link":"/post/videos/mac-under-my-spell/","section":"post","tags":["Music","Video"],"title":"MAC - Under My Spell"},{"body":"A video for an old (recorded 2001) instrumental two-handed tapping song of mine. Enjoy!   ","link":"/post/videos/mac-triplette/","section":"post","tags":["Music","Video"],"title":"MAC - Triplette"},{"body":"A video for a quite old song of mine. Song written and vocals, guitars, bass and drums performed by me. There are two versions: One with and one without onscreen lyrics.     Lyrics 1They try to stop our minds work 2They try to steal our freedom 3They build their own unreal kingdom 4They put drugs, sex and violence into our brains 5Make us forget our pains 6 7But we look through 8We know how to handle you 9Decode your messages and see what\u0026#39;s wrong or true 10We see the lies behind your perfect phrases 11And we spit on your media oasis 12 13Reality is hard 14For some it\u0026#39;s just a pain 15They use their TV to feel some gain 16Consume and watch 17Until your last brain cell 18Then switch off and go to hell 19 20But we look through 21We know how to handle you 22Decode your messages and see what\u0026#39;s wrong or true 23We see the lies behind your perfect phrases 24And we spit on your media oasis 25 26Decode their lies 27Let them see your open eyes 28Don\u0026#39;t get blind 29Show them your working mind 30Decode their lies 31Let them see your open eyes 32Don\u0026#39;t get blind 33Protect your mind 34 35I pity all the children 36Getting dumber by every look 37The TV\u0026#39;s making their small brains cook 38When they are fifteen 39They are damned to a life in jail 40Cuz they did like their TV idols and failed 41 42But we look through 43We know how to handle you 44Decode your messages and see what\u0026#39;s wrong or true 45We see the lies behind your perfect phrases 46And we spit on your media oasis 47 48Decode their lies 49Let them see your open eyes 50Don\u0026#39;t get blind 51Show them your working mind 52Decode their lies 53Let them see your open eyes 54Don\u0026#39;t get blind 55Protect your mind ","link":"/post/videos/mac-decode-the-lies/","section":"post","tags":["Music","Video"],"title":"MAC - Decode The Lies"},{"body":"A new instrumental song by me recorded on February, 28th 2010. It consists of three parts. The first part is an old song from my first CD called 'Underwater Reality'. My intention was to re-record it with the result that the song got a bit longer... (three times longer to be honest)\n Part I - From The Water Part II - Up In The Air Part III - Into Space  Written and completely performed by MAC.\nHave fun with it.   ","link":"/post/videos/mac-rising/","section":"post","tags":["Music","Video"],"title":"MAC - Rising"},{"body":"A video I made during the recording sessions for my song 'Wolf'. Song and lyrics written and drums, guitars, bass and vocals performed by me. Recorded in 2008.   Lyrics 1I have a little secret 2A deadly little secret 3That I hide 4You wouldn\u0026#39;t believe it 5But you should believe it 6If you want to survive 7 8Stay away from here 9If you don\u0026#39;t want to live in fear 10Stay away from here tonight 11 12I\u0026#39;m beggin\u0026#39; you to go now 13I yet can feel the flow now 14The full moon\u0026#39;s risin\u0026#39; up 15Soon the claws are there and fur grows 16Impossible, but who knows 17If your corpse could be identified 18 19Stay away from here 20If you don\u0026#39;t want to live in fear 21Stay away from here tonight 22 23Stay away from here 24If you don\u0026#39;t want to live in fear 25Stay away from here tonight 26Stay away from here 27Or all the love would disappear 28Stay away from here tonight ","link":"/post/videos/mac-wolf/","section":"post","tags":["Music","Video"],"title":"MAC - Wolf"},{"body":"   Songname Length     Decode The Lies 4:11   Cyanide 3:23   Birdsong 1:45   Losing You 3:59   Friendshit 2:51   Forget Your Face 3:05   Wolf 3:05   Rising 7:19   Under My Spell 5:20   Home 4:31   Crap 3:20   We Can Work It Out 1:46    ","link":"/album-year-of-the-snake/","section":"","tags":null,"title":"Basement Kitchen - Year Of The Snake (2010)"},{"body":"How it works | Features | Used Tags | Download | Version History  DocMaker is a tool to automatically create documentations for your programs. It's a bit like \u0026quot;JavaDoc\u0026quot; but for PureBasic with some nice features. Just write the infos for the documentation inside your procedures and use the tool to make a HTML documentation at the click of a button. It is possible to tag procedures, enumerations, structures and the code itself. Chapters can be defined to structure the documentation. It's possible to use html tags within the comments to use them in the final documentation. Example codes, images, links to other procedures or enumeration lists and more are available to use.\n English UI. Windows only   How it works  Include the information you want to your procedures:  1Procedure DocMakerTest(SomeText.s, Value.i=0)2 ;@ This is a procedure to test DocMaker\u0026#39;s functionality. 3 ;@param SomeText Some text to give to the procedure. 4 ;@param Value A value to give the procedure as a parameter. \u0026lt;i\u0026gt;(optional)\u0026lt;/i\u0026gt; 5 ;@return This procedure returns nothing. 6 Debug \u0026#34;The text: \u0026#34;+SomeText7 Debug \u0026#34;Given Value: \u0026#34;+Value8EndProcedureStart the DocMaker tool and add the source code file to the file list      Export the HTML documentation        Features  Automatically collects general, procedure, enumeration and structure comments Sorting of procedures, enumerations and structures to chapters Configurable html style (colors, sizes, …) Configurable export options (export a table of contents yes/no, process enumerations, structures, procedures, …) Automatic creation of internal links Support for example code, images, links, …   Used tags General tags for documentation layouting 1;@title The title of the project/documentation 2;@author The author of the project/documentation 3;@version The version of the project/documentation 4;@chapter The title of the current chapter 5;@ Description (can be multilined) All descriptions that are not in a procedure, enumeration block or structure block will be considered as chapter descriptions Tags for Procedures 1;@ Description (can be multilined) 2;@author The name of the author 3;@version The version 4;@param Name Description (A parameter name and a description (\\n for line feed)) 5;@event Name 6;@attribute Name Rights Description (An attribute this procedure processes (\\n for line feed)) 7;@return Description of the return value 8;@link Type Link 9;@code Some code here 10;@image An image file Tags for Enumerations 1;@name The name of a enumeration list 2;@ Description (can be multilined) 3; A commentary behind a constant in a enumeration block will be saved as the description (\\n for line feed) Tags for Structures 1;@ Description (can be multilined) A manual with all information needed is included.\nThe source code for the tool is included, too, but won't be compilable because it uses sqUId as the UI system which is not included with the download. But it can be used to see how the processing of the data works.\n Download Download DocMaker V1.01 (689.1kB) Download DocMaker from itch.io\n Version history Version 1.01  NEW: Added the current version number to the windows title NEW: Added tooltips for the color buttons FIX: Structures were not written to the table of contents FIX: Constants that were referenced in a comment were considered to be constants in a enumeration block  Version 1.0  Initial release  ","link":"/docmaker/","section":"","tags":null,"title":"DocMaker"},{"body":"Usage | Download  Root Sucker is a tool for Windows to move files that are contained in a lot of sub-folders to their root folder. This can save you a lot of work, but should be used with caution. If you don't know what you are doing you are able to cause a lot of trouble with it. There is no undo button so nothing will save you if this tool is not used properly. Maybe make a backup of the files in the root folder before using this. But if you use it the right way and you know what you're doing it's able to save your day.\n English and german UI Windows only  Usage Start the tool and define the root folder where all files should be in the end by either clicking the browse button (\u0026quot;...\u0026quot;) or by dragging a folder to the window. You are able to rename the files with the name of the sub-folder that they are in, if you check the corresponding box. Then hit \u0026quot;Do it!\u0026quot; and that's it.\nI like to repeat it again and I don't want to hear I didn't warn you:\nIF YOU DON'T KNOW WHAT YOU ARE DOING, THIS TOOL CAN CAUSE YOU A LOT OF TROUBLE!\nDownload Download Root Sucker (32.3kB) Download Root Sucker from itch.io\n","link":"/root-sucker/","section":"","tags":null,"title":"Root Sucker"},{"body":"Features | Download  A collection of tools in a single application for the Wintermute Engine (WME).\n English and german UI. Windows only  Features  Automatic creation of csv-tables with all dialogues, spoken text, speaker, script, script line, location, linked soundfile and possible translations from the STRING.TAB file Extended project statistics like script count, graphics count, sprite count, etc.  Download Download WME Toolbox (21kB)\n","link":"/wme-toolbox/","section":"","tags":null,"title":"WME Toolbox"},{"body":"Features | Download | Version History  Adventure Dialogue Editor is a tool to create dialogues and export them to Wintermute Engine (WME) with ease. It not only supports dialogues with the basic WME functions like characters talking, responseblocks including the response flags like showing always, once and once per game, but also features enhanced functionality by adding remarks and codelines directly in the editor.\n English UI. Windows only.  Features  Easy creation and editing of dialogues Features all WME dialogue script details like branching and response boxes Dialogue branches support always/once/once flags Direct export to WME script List of characters with quick access Character lists can be saved for using in different dialogue Projects Easy integration of voice over sound files Seamless integration of WME code lines and blocks Remarks and codelines can be inserted Addable conditions to every responseline Optional automatic talking of the responselines after clicking  Download Download WME Visual Dialogue Editor V1.2 (564.6kB) Download WME Visual Dialogue Editor from itch.io\nVersion history Version 1.2  CHANGED: Talkline, remark and codeline editor windows deleted. Changes now can be made by double clicking the 3rd column and directly typing into the table. For changing the soundfile of a dialogue line double click the 4th column to open up a browser window to select a soundfile. CHANGED: Moving lines in the dialogue id now done via CTRL+cursor up/down. Cursor up/down without CTRL now changes the actual highlighted line (In the dialogue table and in the responsebox editor). CHANGED: When exporting as a WME script dialogue branches are only generated if a response box is present in the function. CHANGED: Application renamed to \u0026quot;Adventure Dialogue Editor\u0026quot;. CHANGED: File extension for dialogues changed from \u0026quot;.vdedlg\u0026quot; to \u0026quot;.adedlg\u0026quot; to fit the new application name. CHANGED: File extension for character lists changed from \u0026quot;.vdechr\u0026quot; to \u0026quot;.adechr\u0026quot; to fit the new application name. ADDED: Menu entry \u0026quot;Associate files\u0026quot; to associate \u0026quot;.adedlg\u0026quot;-files to the editor. ADDED: Menu entries for the last five open files are created now (recent files). ADDED: Project file setting. If a project file is given, all voice-over soundfile paths will be made relative to the project path (if opened using the \u0026quot;browse for soundfile\u0026quot;-button. The Project file will be written to the project files. ADDED: Application icon. ADDED: Dirty flag. The application now recognises if the current project is not saved and asks if the user wants to save it before quitting, loading, etc.  Version 1.1  ADDED: Export for TDAE scripts.  Version 1.0  Initial version  ","link":"/wme-visual-dialogue-editor/","section":"","tags":null,"title":"WME Visual Dialogue Editor"},{"body":"Features | Download | Version History  A feature rich script editor for the Wintermute Engine (WME).\n English UI Windows only.  Features  All WME methods including parameters and short descriptions are included Syntax checking using 'wme_comp.exe' Syntax highlighting IntelliSense-like system when typing a dot (.) Fast access to predefined script parts and user keywords Script outup on a printer Quick access to the Wintermute Enigne manual Help window for all methods using F1 and of course all those other text editing features  Download Download WME Visual Script Editor V0.7 (87.6kB) Download WME Visual Script Editor from itch.io\nVersion history Version 0.7 (2007-10-05)  NEW: Pressing the F1-Key while something in the method list is selected opens a quickhelp window with further informations NEW: A HTML viewer is integrated to show the help file *NEW: Child windows like Find/Replace/Help,... are now a bit transparent  Version 0.6a (2007-03-13)  NEW: The editor window now remembers it's position and size FIX: WME methods were not colored correctly if characters like !+-*/ were in front FIX: Switched app name and script name in the window title FIX: If a method was more then one time in a line only the first one was colored  Version 0.6 (2007-02-08)  NEW: Added a direct link to the WME docs in the help menu NEW: The WME methods and attributes and so on are now scanned from the xml-file that is included in all wme releases. So this app will grow as WME grows ... FIX: Fixed some bugs with Minitellisense object recognition (Game, actor, Scene) FIX: The flickering when running through the script using the arrow keys is gone FIX: Problems with scripts bigger than 32kb fixed FIX: New script loading routine (streambased, much faster) FIX: When highlighting a whole script (after load or options change) the editor is locked to prevent scrolling of the whole script over the screen  Version 0.5 (2005-10-21)  NEW: If MinitelliSense method list is open you can scroll through it via cursor keys while holding down the CTRL key - pressing enter inserts the method to the script (while still pressing CTRL) NEW: 'Game', 'actor' and 'Scene' are recognized as method members and the methods will be filtered (in MinitelliSense list) NEW: Color requesters for the highlighting colors instead of those ugly RGB values NEW: Text styles (bold,italic,underline) in addition to colors for syntax highlighting NEW: Choosable font and font size for the Editor NEW: Syntax checking via wme_comp.exe FIX: Check for unsaved data when clicking on 'New'  Version 0.41 (2005-10-16)  FIX: The file was saved as 'Unnamed.script' if you loaded a new script or quitted and were asked if it should be saved and you chose yes - now the Save requester opens FIX: Highlighting was deactivated by pressing a shift key FIX: If no file extension is given but '.script\u0026quot;, '.inc' or '.txt' then '.script' is added to the filename  Version 0.4 (2005-10-16)  NEW: VSE now checks if the actual script is unsaved before quitting/loading/... NEW: Backward selecting is available NEW: The methods list can now be opened and closed via 'ESC'-Key FIX: Undo/Redo were killed in Version 0.2, now they're back again  Version 0.3 (2005-10-15)  NEW: Button 'Insert full parameters' below the tree view to insert full parameters instead of '()' when double clicking a method in the tree view NEW: ReadMe file added NEW: Splitter control between the editor and the tree view to change the horizontal scaling of both controls NEW: Added program icon FIX: Method list is direcly read from the WME Doc source FIX: The open-requester now points to the exe path or the path of the last opened script  Version 0.2 (2005-10-14)  NEW: 'MinitelliSense' system that recognizes '.'-characters NEW: Find \u0026amp; Replace are working  Version 0.1 (2005-10-13)  Initial release  ","link":"/wme-visual-script-editor/","section":"","tags":null,"title":"WME Visual Script Editor"},{"body":"   Songname Length     Hymn Of ViVi 2:40   Pushed Down The Toilet 3:40   Moonlight Shadow 2:33   Buzzong 4:20   Triplette 2:11   Alles Muss Schwarz Sein 2:51   Child Of The Sun 4:11   Prayer 2:54   Sanity 1:06   Reality #1 8:43   It 5:57   Hymn Of ViVi - Bagpipe Reprise 0:30    ","link":"/album-virtual-virtuosity/","section":"","tags":null,"title":"MAC - Virtual Virtuosity (2002)"},{"body":"   Songname Length     Under My Spell 5:40   Sold 6:55   H-Tapper V1.3 3:13   Fingers Are Shaking And Heart Pounds 3:48   Bück Dich 3:45   Breathe 4:40   Kneel For Me 3:07   MAC über das Biz 3:57   Praying To Shiva 4:32   The Optimist 4:21   Underwater Reality x:xx   Phoenix From The Ashes 4:37   Don't F..k Around 3:55   Aus 2:37        ","link":"/album-beloved-solitude/","section":"","tags":null,"title":"MAC - Beloved Solitude (1999)"},{"body":"","link":"/categories/","section":"categories","tags":null,"title":"Categories"}]