Throw a wrench, change the galaxy.
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Adaptive Images by Matt Wilcox
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I started making Heat Signature mainly to figure out if the mechanics would be as fun as they seemed in my head, so I built all its systems in the cheapest, fastest, simplest possible way. That worked – it’s now got to the point where I’m laughing out loud at something ridiculous happening most times I play.
But the slapdash way I built it has the following problems: Continued
The reason it’s been a while since I last showed off my space stealth game, Heat Signature, is that I want to use the next video to put out a call for artists and musicians to hire. So it needs to show enough new stuff that the press might cover it, people might share it, and it might get seen by more people.
Don’t apply for either of those jobs yet, though! The other thing I need to do before then is nail down enough of the game’s underlying tech to be sure of precisely what kind of art and music it needs. The way it’s coded right now is rather glitchy, so now I have to investigate whether it’s the fixable kind of glitchy, or the “Fuck this and try a different method entirely” kind of glitchy.
So I’m not going to show much of its current state, but I did put together a time-lapse of everything I’ve done so far: Heat Signature’s five month development in 2 minutes. Continued
I’ve been designing and trying various ways for you to make progress towards your objective in Heat Signature, and four bad iterations have led me to a surprising conclusion.
Yesterday I tweeted from the Heat Signature account about avoiding a tricky problem with homing missiles by just increasing their acceleration over time – I called it AccelerationAcceleration. Today, Coriolinus replied to say that the scientific name for this is actually ‘jerk‘. This is amazing, and so is the Wikipedia page about it. Continued
The next thing I wanna let you do in Heat Signature is take the helm of an enemy ship and fly it yourself. But right now, things go very screwy if you’re on a ship as it accelerates. So I’m redoing all the relative velocity code to make sure the contents of a ship stay stable while it’s jerking around.
I was testing the new code just now, and headed for a small ship to dock with it. Continued
Updated! see bottom of post.
Heat Signature is a game about randomised space ships that you can sneak aboard. These ships have a randomly generated interior of connected rooms and corridors, and crew that patrol those rooms.
Right now, there’s no pathfinding: the crew roam randomly. At some point, though, you’ll be able to set off alarms or cause other disturbances that the crew should run to. So the problem is: how do find a route to that room? Specifically, how do they find the shortest route to that room? Continued
IndieCade East was lovely. It’s a convention in New York, held at the Museum of the Moving Image, consisting mostly of people giving talks about games or showing their games. For example, Zack Johnson talked to Margaret Robertson about the crazy 11-year history of his still actively developed web game Kingdom of Loathing: Continued
The way Heat Signature randomly generates its ships at the moment is very basic – I’m new to random generation, and I don’t polish or improve things until all the other systems are in.
Its process for the ship’s shapes is probably obvious from the video: Continued
I can now show you what my space stealth game is really about! As long as I don’t get spotted like three times in a row right at the start of this video. Watch that first if you care, if not, here’s the summary. Continued
Thought I’d take a break from programming talk to get into game design, and how I approach it. I am aware my mug is ridiculous – it’s an old GTA III promo one.
I’m bad at shutting up once I get talking about this stuff, so I’ll also summarise the basic points in this post. Not all of this stuff is in the video and not all of the video is in this – good summary Tom. Continued
Here’s the first video of Heat Signature, a temperature-based space stealth game I’ve been making the last two days. It’s about sneaking up on ships while keeping your ship cool enough to fool their sensors.
So you can jet around an infinite galaxy super fast, but your thrusters generate heat, and enemies can detect that from far away. The closer you want to get to them, the cooler you have to stay, and the more precise you have to be with your thrusters. And to take them out, you have to physically clamp onto their hull and shut down their systems.
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.