We only mail you to invite you to closed alphas or tell you we released a game
My current task in Heat Signature is to tweak the airlocks so there’s room to put a closed door between you and the rest of the ship when you board. That way, you have as much time as you like to plan out your attack and wait till the guards are where you want them.
I needed the airlocks to clear 4 squares on the ship’s collision grid, to give you room to stand. But I hit a weird bug: some of them, maybe a third, did not clear. I checked the ‘clear grid’ function was executing on each of them, but still some of them ended up blocked. Continued
I let Eurogamer play Heat Signature and sat in the back seat to passive-aggressively criticise! It went great!
This is both a slightly better looking build than the last trailer, and a longer vid – shows the whole disrupt/isolate/capture cycle.
I used to be press! Now I’m a developer. So I’m showing them my game, and trying to figure out if what I’m showing is exciting. Here’s what that’s like. I would like it known that I really am saying ‘Alec’ when I refer to Alec but it sounds a bit like Alex because of a mouth thing. A similar mouth thing to when I appear to say ‘intereted’ right after.
I also made a short montage of all the ways I fucked this video up in previous takes: Continued
Here is a video blog about that, and how I’m changing how I think about working on it.
Heat Signature’s universe has been infinite since day 2 or 3, but until now you’ve only been able to see a meager 35,000 x 35,000 pixels of it at once. I knew at some point I wanted to let you see an overview of the part of space you’re in, a collection of vast gas clouds that I think is going to be called The Grove. But I wasn’t sure if this would have be a map mode or if we could zoom smoothly from one to the other. I’m still not sure if the latter is viable performance-wise, or even if it’s the right way to go, and the galaxy is ugly at the moment, but for what it’s worth I made it and here it is: (CPU warning, mega-GFY!) Continued
Many of you have been asking how the story of Heat Signature follows on from Gunpoint. We can now explain.
Update: This was originally a post to ask for help, but now that we’ve solved the problem I’m posting the solution for anyone who needs it, and changing the title to make it more searchable. It’s a function that lets you find where an object appears on-screen, so that you can use the DrawGUI event to draw interface elements over it or annotate it, useful for tutorials. Original post follows, updates and working script at the end! Continued
Here’s what Heat Signature looks like these days! The new art is by the multi-talented John Roberts, who also did art for our last game, Gunpoint. Next week I’ll put up a trailer to show all this in action. For those who haven’t seen it moving yet, there’s no break between inside and out: you zoom smoothly from the scale of these interior shots to the big-scale space battles.
When I have new shots in future, I’ll add them on this page and take down any outdated ones. I’ll keep the first three as reasonably representative ones, then below them it’ll be newest-first. Everyone has permission to use these shots in any articles or videos, print or online, as long as you make it clear what game they’re from. Continued
I think if I embed a YouTube playlist, I can make this post always show the latest Heat Signature trailer even when I change it in future.
I have long known that ‘Finite State Machines’ are a thing I should be using, but when I try to read up on them, the explanations are either hopelessly vague or incredibly specific to a language and situation I don’t understand.
I whined to Mike Cook about this, and he said something to the effect of, “When you read up about Finite State Machines, it sounds like they’re this one specific agreed-upon thing, but every time you talk to an actual programmer about them you’ll get a different version of what they are.”
But! I am determined to try them in Heat Signature, and I have just reached that point where there’s enough AI an animation stuff going on that I need some kind of system to manage it. So I’m going to explain how I plan to use one, and if you’re a programmer, perhaps you can warn me of any problems I’m making for myself.
If you’re not, or if you’re learning, maybe you’ll get something out of how hopelessly I’ve failed at this so far. Continued
I’ve been away the last two weeks, showing Heat Signature first at Fantastic Arcade in Austin, then at EGX in London. I’ll show you what that all looked like below, but first I’ll embed my EGX talk so you can play that and look at the photos during the boring bits. From about 5 minutes in, you can see Heat Signature with some of the new art and music. Continued