Latest Posts

what's in the box?

{{vine //vine.co/v/MYZn0aJvvQp/embed/simple}} Other than navigation, a fully shader-based water mesh (300 fps on iPad Air) and some large design decisions I’ve been working on one of the most important features: Peeking inside. It would be a scam to tease the player with curious structures without offering a chance to peek (and hopefully walk) inside. The video above is the first step towards that...

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perspective

{{vine //vine.co/v/MVbjZU0E5Uw/embed/simple}} Orthographic camera, I'm sorry, but we're through. There are cinematography techniques I want to experiment with and you only have one trick - parallel lines. Well I want more. Specifically, I want a tilt-shift-like feeling. The world around you needs to feel large, mysterious but not imposing. And so I have been experimenting with a subtle perspective...

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interaction

{{vine //vine.co/v/ME0g9FWl5vI/embed/simple}} I've pretty much settled on the direction/mechanics/feel for this game. My first step is to prototype a first "area" to see if it's any fun and/or feasible. This bridge, although structurally ineffective, leads out of this area and is thus the goal....

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rappel

It's a little half baked but the physics and constraints are done for the tool that may help you traverse unexplored heights. Now that the proof of concept for the rope is done (and turns out to be fun) I will move on to other features. Eventually I will swing back around for animations, climbing and visual enhancements....

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a video for justice

I've been posting many screenshots lately but they just don't do the aesthetic justice. Oh and I'm not completely satisfied with the quality of this video. If someone knows how to post even higher quality videos to Youtube or Vimeo do let me know on twitter: @CatchCo....

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sss 173

Click for big Check out the little guy on top for scale. I have been working on mechanics this week but did find some time to add more pretty to the game including decals and angled pieces! Initially I was afraid to add anything that wasn't a right angle, but I'm over that now....

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jump, friend. jump

The first part of this weekend I decided on how to approach character animation. The second part of this weekend was devoted to keyboard and touch controls. In order to test the controls I created a test map. Watch the video to answer some of these questions: Will I make it to the end in one shot? Would I even upload a video where I don't? And how many takes did it take? The animations here are c...

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procedural animations? yes.

(The choppiness is for effect. Imagine a trail following the sword.) It took me all day but I made some progress with procedural animation. In the image above I am only animating 3 properties: Goal L Hand Position Goal R Hand Position Goal R Hand Rotation All three are just empty Game Objects that are being tracked by a script. Every LateUpdate the script updates a component from an awesome plugin...

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