Latest Posts

Diagram :: prototypes can be fancy

{{vine //vine.co/v/OqnzmetHitD/embed/simple}} Testers were having trouble following the main character (the arrow) so I added a neat little trail when moving. You may also note that the arrow opens as it moves and closes when it reaches the destination - more visual queues. And if you are mightily observant, you will also note the little arrows on the paths. These are tappable and will send your a...

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Diagram :: feature creep... er... puzzles

{{vine //vine.co/v/OqmaLFt2K77/embed/simple}} Once imagined, I couldn't un-see this. I was compelled to implement and test. I was very pleased with the result too. Note that closed rooms/spaces outside of your present location are just silhouettes. You'll have to use spatial reasoning to guess at the unexplored areas to understand the space and thus the puzzles. force as mechanic I have a bad habi...

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Diagram :: navigating the tower

The first area I dreamed up was one that would teach you the core mechanics of the game. Of utmost importance was understanding the three dimensional nature of the map and how to navigate it. {{vine //vine.co/v/OmL2iBdT9u9/embed/simple}} I was ecstatic about the feel of this the first time I played it. Friends who play-tested this prototype for the first time found the world layout easy to compreh...

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Insula :: some pretty

This post is particularly important to me. I pursued this prototype to see if I could inspire the same emotional response that struck me while playing Riven. Looking back I feel that I was going down a good path and could be successful in my aims with the help of an artist or two. {{vine //vine.co/v/Ozmup3QlLLK/embed/simple}} {{vine //vine.co/v/OahrXVwOZ6z/embed/simple}}...

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Insula :: tooling

I made a shload of tools while working on this prototype. Here are some of more interesting examples simultaneous scaling & translating {{vine //vine.co/v/M3Tw9v5Knhi/embed/simple}} Unity's built in scaling tool is like that of any other 3d animation software. You are given three handles pointing along the x,y,z axis and pulling on one will expand the size of your object along that dimension....

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Insula :: shader efforts with shadows and transparency

I wrote, revised, scrapped and rewrote the shaders and the associated engine infrastructure that handled hiding and revealing the insides of objects. These vines are the fruits of my efforts: neat animations but poor lighting {{vine //vine.co/v/MYP7KbplX9g/embed/simple}} While I was (and still am) very proud of the way the world animates when you walk inside of an enclosed space, I was frustrated...

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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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