Powerhoof!
game development blog

Crawl is Out Now on Switch YAY

A portable version just in time for Christmas!

Now we’re on Switch we’ve gone 100% family friendly. No more ancient terrors and harrowing tentacled beasts, just wholesome fun, good cheer, and a jolly old time playing video games with your friends!

Okay, might be a slight touch of endless cosmic horror still in there…

-Barney

Moar Jam Games

A Hotdog, an Orphan and a Priest walk into a bar…

 
Get yer mitts on some more games we’ve game-jammed (and neglected to post here already).

A fanny-pack appreciation based shooter made by Dave and his fellow SeaDads for Ludum Dare 40. Including art from Jacob Janerka who made the amazing Paradigm

Barney struck out on his own for Ludum Dare 39, and made a creepy game about an orphan who just wants to be loved, with multiple endings and lots of cinder-block munching!

And for the same jam, Dave and the SeaDads made a clunky mech-warrior job about a mechanized priest protecting his flock, with overly complicated power management controls!

Switch Release Date Is Out

Crawl is launching on Switch, December 19th!

 
We have our Switch version of Crawl all polished up and ready to go, launching just in time for Christmas woo!

What a pleasant surprise to have Nintendo put out this perfect little console for local multiplayer!

Switch is such a great match for Crawl, and I’m stoked to have a game coming out on a Nintendo console – 12 year old me would totally lose his mind over this, haha 🙂

Thanks for all the support, we have such a great community around this game, and I hope you have a blast with Crawl on the Switch!!

-Barney

Unity Tool – Selection Log

Free tool for easily navigating between previously selected objects

 
Making Crawl in Unity involved a lot of going back and forth between different objects in our project. When say addding an enemy’s attack, you’d want to be going between editing the enemy, it’s attack animation, and the damage effect it spawns. Since the project has so much stuff in it, I made a little tool to help with going back to previous selections. There’s some more fully featured things on the asset store but I just wanted something super simple and lightweight.

Anyway, it’s just a single file, feel free to use/modify it however you like. I’d love to hear if it’s useful for you too!

Grab the code here: https://pastebin.com/V9kkemiu

 

Save it as /Editor/SelectionLog.cs in your unity project, then hit Window->Selection Log in the toolbar to open it.

Then every time you select an object, it goes to the top of the list. You can lock items to the top, and click the magnifying glass to highlight the object in the project without selecting it (useful if you want to drag it onto whatever’s in the inspector).

-Dave

Crawl Coming to Switch

Soon…

Stay tuned for more details, we’ll be announcing a release date shortly after Barney’s back from showing Regular Human Basketball at Day of the Devs!

– Dave

RHB Coming to Steam in 2018

All-Improved Regular Humaning

Woah, it’s been way too long since we posted what we’ve been working on… As we come out of the long Aussie winter we’ll start posting more regularly though. We’ll have another announcement in a few weeks too, but for now…

We’ve been working on updating Regular Human Basketball for the new millennium, and bringing it to Steam! It’s still a ways off, but look out for it in 2018!

Here’s some of the new stuff we’re adding:

  • Online multiplayer
  • Multiple arenas
  • All that steam pizzazz, like achievements, and the ability to leave nasty reviews
  • Loads of little gameplay tweaks, new art and all new soundtrack
  • Less free! (although only slightly)

We’re taking it to Pax Aus this weekend, and a few weeks later Barney’s bringing it to San Fransisco for Day of the Devs, we’ll have a stack of controllers for some 4 on 4 ballin’ so come along if you can!

-Dave

PowerQuest Development

Showing off my adventure game tools

I’ve been putting together some tools for making point and click games in Unity, and wanted to share how I’ve done things and how I’d use them to make adventure games

So I’ve made a 3 part series showing it off:

It covers my history with using tools like Adventure Game Studio, and how they work, and then shows how I use the tools I’ve made in unity to set up a scene and script some dialog and puzzles.

I’m not planning on making the tools public, they’re too specific to our workflow to be generally useful without loads more work. But if you’re curious to try anyway, or have a gander at any parts of the code let me know (contact @ powerhoof.com), or feel free to tweet questions (@DuzzOnDrums) at me too .

-Dave

Adventure Trifecta

A puzzling series of events

 
Despite taking a bit of a breather from Crawl after the launch, I’ve been keeping pretty busy. In the last month I’ve released a trio of little adventure games! I had help of course, including voices by Adrian Vaughan (who narrated Crawl), and music from Louis Meyer (who’s helped me with bits of Crawl code).

The first, Snowed In was made in 72 hours for Ludum Dare, with a friend Gav Kusters doing art. It’s a whimsical storybook tale with a sweary badger.

A week or two later, I released MURDERCIDE 2017 which I’d been initially using as a test project for a unity adventure game system I was working on. It’s a cyberpunk parody starring our buddy Jon Murphy who ported Crawl to Xbox One and PS4. I also got to try out my art skills on this one!

Shortly after that we realized that Adventure Jam 2017 was happening, so we jumped in with a week to go and made a horror thing called Peridium. Barney did the art for this one, so it’s totes legit Powerhoof!

Check them all out on the More Games Page. Or visit powerhoof.itch.io where there’s a bit more detail, plus some other free stuff we’ve made that you might have missed!

-Dave

Pixel Art Rant

Why are we seeing so much pixel art these days?

I was recently asked for my opinions on why we’re seeing such an influx of pixel art in modern games. Where I had intended to write a quick paragraph, it turned out I had a lot of rambling thoughts on the topic brewing in my subconscious, which unfurled into an unwieldy rambling essay, which is likely of little use the the person initially seeking my thoughts on the matter. Instead of dumping these ramblings in the trash, I thought I’d leave them here on the blog, in case someone finds them interesting.

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CRAWL IS LAUNCHING WOO!!

The full version is loose in the wild!

We have a new boss, a bunch of new monsters, new items, new props, achievements, trading cards, OST, a million little fixes, and a brand new trailer starring Ye Old Shrimpeyes and the eternal rotting void…

Now to go and watch the website analytics until my eyes roll out of my face!!

-Barney

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