Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.
Sander: Hey you Suspicious Developments! Yes, we’re...
Pentadact: Heh. Yeah, it’s awkward because if you hated...
Pentadact: Dunno, that’d be up to the publisher Devolver...
I’ve finally found the right blend of Unity’s built-in physics and my own custom equations to make the rope in my grappling-hook-game prototype feel strong, reliable and satisfying to use. I also added a lamp post and made some things blue.
If you want to hear about future updates, I’ll always post them on my Twitter.
ghosttie: Buildings and lamp posts - how super heroic :)
My friends and I had a lot of this sort of grappling hook fun in the original Worms about a million years ago - shoot-swing-release, shoot-swing-release all the way across the map without falling, which would end your turn.
The following camera was hilarious :)
Laurens Mathot: A quick way to maximize the game view, is the right-click the tab, and click 'maximize'. It's usually faster than toggling the 'maximize on play' button and restarting the game.
Matt Woelk: These rope physics remind me very much of the rope in the Worms series of games. This is great though, because that rope was so much fun that after I discovered it, I used it when there was no good reason just because it was so fun!
In short: looking forward to playing your game someday. :) Also, how about a co-op or battle mode? Imagine swarms of swinging rectangles.
Naveen: In the original Worms games (well, not original, I'm pretty young). But in the games that I used to play with my older brother, Armageddon specifically, this reminds me of that, and I remember how much skill it required. I used to suck at it but my brother was so good, he could traverse the map which wasn't a cave. I.e. not grappling to the roof but rather jumping and grappling the ground, and just travelling a large space as if he was walking on these giant stilts or something. It took me a while to be able to use it well and it feels fucking awesome, but I could never do it as well as my brother.
Naveen: Oh yeah, and in Worms when you had velocity and you hit the wall of say, a building (even though there weren't any buildings, but basically a vertical object), you would bounce off. And I don't know if you want that here, but it's a cool thing when you're scaling a building and rather than just waiting for your block to get to the top it has the physics where you're rappelling down a building and kicking off except it works going up the building too.
Meathelix: I've got a behavior you can add to the player (or camera? can't remember) that will give you the follow behavior you're wanting without doing the hard parenting thing. It has parameters for camera smoothing rate as well as a dead zone in the middle where it won't move.
Meathelix: What version control are you using? Don't think you've covered it in a previous vid, have you?
Tom Francis: Rich: Very kind! If it's yours and you're totally OK with me using it in a potentially commercial thing, I'd be much obliged - firstname.lastname@example.org
I'm using Unity's own Asset Server for version control, figured their thing would be more closely integrated. Not quite sure how to set it up on my webspace though, so it's just running on one of my machines at the moment. (I backup offsite once a day by other means)
Jason L: I've just reverified that it was the Worms Armageddon demo, with its 'Crazy Crates' ninja rope training/time trial minigame, that essentially served as a separate freeware game for my brother and me. The iconic mechanics, on a perfectly tuned level.
Chris Davies: Well, I was going to say that this is essentially Worms Ninja Ropes: The Game, but seems like world+dog has beaten me to it.
The Worms: Armageddon community has gotten strange and inbred over the years and all they play are "shopper" maps where you start with only ninja ropes, and all weapons are picked up from crates. I've always thought you could make an interesting anthropological study of ancient game communities and their weird evolved languages and traditions.
Heat Signature, A Stealth Space Game About Temperature - a post on Tom Francis' blog: […] GHGC is still my main project, I’m just taking a break from the brutal process of learning Unity to make something quick in Game Maker, where I already speak the language. How far I take this depends on how the next few features work out. […]