How IndieCade Went For Heat Signature And The Grappling Hook Game

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: Continue reading “How IndieCade Went For Heat Signature And The Grappling Hook Game”

Game Design: The Non-Stick Plan

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. Continue reading “Game Design: The Non-Stick Plan”

The Grappling Hook Game, Dev Log 5: Wrapping And Slacking

I’m working on the grappling hook game again now, and I’ve got the rope wrapping nicely around things, going slack when it should, and even making sounds. In this video I show you how that looks, then – with fair warning – get into how the code works.

Sounds from freesound.org
Retract noise: eelke
Grapple impact noise: taylorsyoung

GHGC Dev Log 4: Rules Of Retraction

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.

GHGC Dev Log 3: Grappling With Hooks

Yep, it’s got a grappling hook!

I have something in particular I want to do with grappling hooks that I’m not ready to talk about yet. But grappling hooking around is also part of a set of interactions that I hope are going to just feel really nice – to some extent this game would be about the pleasure of execution.

This is just a quick demo of how it’s working right now – shoddily, but well enough to give me an idea of how to refine it. I’m pretty pleased to have got this far in three days, despite still really struggling with some Unity stuff. Continue reading “GHGC Dev Log 3: Grappling With Hooks”

I’ve Started Working On A New Game: GHGC

This is a brief look at the pathetic progress I made by the end of my first full day working on what might be my next game.

I have 5 different ideas I’d like to do, but one in particular has been really exciting me, so I’m prototyping that first. If the prototype is fun, it’ll turn into my next game. If it’s not, I’ll prototype something else. Part 2 below. Continue reading “I’ve Started Working On A New Game: GHGC”