Category Archives: Braid Development

Updates on the development status of Braid (its completion, where it will be available when finished, etc).

New Braid screenshots.

I’m enjoying how well the game is going lately, so I thought I’d post some new screenshots to close out 2007.

Here’s a shot of the title screen. It’s been improved since last time; its full coolness, however, is only revealed when you walk through it and get all the nice parallax.

Braid Title Screen

Here’s what the story screens look like now:

A story screen from Braid.

Here’s a level well-remembered by those who have played it:

Jumpman

Leaping into a pit:

Leaping

Being chased by… enemies:

Fleeing

Each level has a title now, along with an icon to help you remember it. (These icons are what you see on the doors in the story screen shown above). The title and icon are presented when you enter a level; then they fade out and gameplay begins.

Caption

The demo is level-limited; you can play for as long as you want, but can only get to a certain portion of the game world. When reaching the ends of important areas, you’re given the choice to upgrade to the full version, or continue with the demo:

Trial Mode

Free source code to use .mo files for internationalization purposes.

In my previous post I talked about how I was doing internationalization for Braid, and wanted to use a standard format, but ran into a bunch of hassle that seemed unnecessary for something so simple.  Thatcher Ulrich suggested that I post the code under the MIT license, and that seems like a good idea, so here it is:

Code for using .mo files.

I actually haven’t tested it yet in the case where the endian-ness of the file is reversed.  I am just kind of assuming that part works.  I will be testing that within a week though (using the PC-generated .mo file on the Xbox 360) and if there is a bug then I will update the code.

Hopefully this is useful to someone!

A Development Note about Internationalization

I just sent this to a mailing list that I am on, but I figured I’d post it publicly too since there is some useful information here. However, it is probably very dry if you are not a programmer.

Internationalization is a requirement for XBLA (and probably any other console deployment)…. Well, I have finally started on that process.

Someone before mentioned gnu gettext() and after reading up on the file format it seemed simple and like the right thing. There is a text file format (suffix “.po”) that you can type stuff into, and then if you want there are tools that convert that into a binary format (suffix “.mo”) that you can just load as one chunk of memory and use (it even has a precomputed hash table inside the file). I didn’t want to link to a big library, and it seemed simple enough to implement, so I just wrote a reader for the binary file format. This did not take long; it was 166 lines of code, 20 of which are just the hashpjw function which I pasted in after looking up the license terms.

Continue reading A Development Note about Internationalization →

Braid milestone passage.

This week Braid passed the Xbox Live Arcade Alpha Milestone (I guess that’s like passing a kidney stone, but less painful). That doesn’t mean too much for anyone not developing the game, except to serve as a concrete sign that the game is getting nearer to release . This milestone means that all of the Xbox functionality is in place and working, but there will be a lot of tweaking and fixing of little bugs a on the way to a finished product.

Preview videos will probably happen.

It’s been a while since I posted an update about Braid, mainly because we are just working hard to tighten up all the slack, and whereas it’s all good work that needs to be done, there isn’t much news-like happening at the current time.

People have asked for gameplay videos.  I’ve been wanting to do them for a while, but one of my concerns is that it’s a relatively subtle game — the things that are interesting about it are mainly things that go on in your mind while you play, as opposed to Big! Explosions! on the screen.  I think that for much of the gameplay, a video wouldn’t even make that much sense — many viewers wouldn’t understand what was happening without having played the game.  (Plus I would have to spoiler a significant number of puzzles).

However!  I have concocted a plan wherein we produce augmented gameplay videos…

Continue reading Preview videos will probably happen. →

Braid release announcement.

Braid Screenshot from World 2

There has been some speculation, but we can now confirm that Braid will be released on Xbox Live Arcade.  Our release date is in early 2008 (this will allow us to miss the insane rush of huge cames coming this Christmas, and release at a mellower time).

Microsoft announced this at their pre-Tokyo-Game-Show press event.  xblarcade.com has the announcement text for this and other games; probably some other sites do as well.

Two Video Lectures about Game Design now available.

Free Play lecture

The first lecture was the keynote at the FreePlay conference, a couple of weeks ago in Melbourne. The lecture is about how to minimize risk and maximize quality as an indie developer, while creating art instead of products; also, it goes pretty deeply into my views about what we could/should be doing as game designers. Sumea, an Australian game developer portal, has posted the video on this page (here is the direct download link; it’s about 92MB).

Indie Game Summit talk (at the GDC)

The second lecture was given in March 2007 at the Indie Games Summit (at the GDC). This talk is more about prototyping; it shares some material with the FreePlay talk, but has a bit more in terms of game demos, and a heavier emphasis on details about Braid (though the version of the game it shows is much earlier). Here is a download link to that one (.mov format). I would provide a Google Video link but WordPress is being lousy and stripping out necessary things from the tags (why would it do such a thing?)

If anyone wants the PowerPoint slides to either of these lectures, leave me a note and I will become motivated to put them up.

Previews of Braid.

The Arsecast LogoThe Arsecast, the indie game development podcast, has p/reviewed Braid rather positively; the link is here. I recommend you subscribe to the Arsecast because it is a nice way to find out about all sorts of new and interesting indie games. When Graham remembers to update the RSS feed properly.

I enjoyed reading the preview, but also talking to Graham via email as he is a smart guy who has a very interesting and unique viewpoint about games.

 

Also, Jason Rohrer of Arthouse Games published a very positive preview of Braid a few months ago, but I don’t think I ever linked it, so here you go. Keep in mind that this write-up was so long ago that the included screenshots are mostly not representative of the current game. For somewhat up-to-date screenshots of Braid, look here.

The interview with Rod Humble on Arthouse Games is also a good read.

Post-Braid Project Update.

Lots of Dots

At the GDC this year, I gave a talk at the Independent Games Summit about indie prototyping, and how it differs from mainstream-industry prototyping. One of my main points was about scheduling: you can’t schedule insight. It comes when it comes; so if you tie your prototyping process to a specific schedule (“X weeks of prototyping and then we start the real game”, for example), you will probably not give the proper insight the chance to blossom. Sometimes you need to sit on an idea for months, or years, before it is ready.

  Continue reading Post-Braid Project Update. →

Braid poster art.

Hourglass and Castle

David Hellman painted this in December 2006.  We intended to use it for our Slamdance Game Festival posters, and perhaps for other purposes later on.  We ended up not attending Slamdance, so this has been sitting on our hard drives for months.

It seems best to put it out there for now and let people enjoy it, as it is really nice.  It captures the theme of the game but still feels mysterious.  It perhaps makes the audience wonder, “what is that about?”  We will undoubtedly use this image in the future in some capacity.  Right now I’m using it as a desktop image.  Click the thumbnail above for a 1024×1024 version.