Final UI layout, placeholder art

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This is, roughly, how the Clues UI will ultimately look. I went with a button-based page flip instead of a scroll because that works better for gamepad, and just felt more… in-world’y, than a scrolling pane.

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First finished world art in-game

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How cool is this, right? The dump LOOKS LIKE A DUMP! We’re finally getting Ellory and Will’s work into the game proper, and it’s looking amazing. (click for embiggen, it’s a big pic)

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Poot Powered Doors

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Just made switch-controlled doors, so I needed programmer art for useable toggle switches, and the toilet was convenient. Hmmm.

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Push zones are pushy

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The tech that runs conveyor belts isn’t special-cased, it can do a lot of other stuff. Like, for instance, cancel gravity and act like a cool fan pusher! (they can also push you in horizontal “push beams”, etc – very cool stuff)

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Conveyor belts are conveying

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Conveyor belts are one of the newer bits to go into Hot Tin Roof. They do… exactly what you’d expect.

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Push zones are cooler

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Even though they both use the same tech, there’s more interesting stuff you can do with a push zone. Here, I’m using it as a “thermal” above a fire, but they can just as easily point horizontally, at an angle, down even – they’re pretty flexible. You can push/pull yourself around inside of them by […]

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Conveyor belts are pretty cool

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I’m pretty glad with this tech. Both this and the push zones are all the same thing, under the hood.

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Hot Tin Roof AI Geekery

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CODE GEEKERY INBOUND! Here’s some Unity AI code that we use to move flyers around in Hot Tin Roof.

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Franky AI

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Here’s a video of the brand new Franky AI. Instead of being a little mesh that follows you, now she’s… well, a person! It’s pretty awesome.

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Final-(ish) Ammo Art

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Here, you can see our final-ish ammo / ammo box art. Some of it may still change, but most of it won’t. Also, final art on the stuff that actually shoots out (like gumdrop rounds, yay!).

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