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 .
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!
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.
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!!
Finally ready for launch, AND COMING TO CONSOLES 🙂
After all this time we’re finally ready to call this thing 1.0! We have a new boss all ready to go, a bunch of new stuff including achievements, Steam trading cards etc, and our buddy Jon has been slaving away on console ports!
I’m just putting the finishing touches on our launch trailer after a few recording sessions with Ye Old Shrimpeyes, so be ready for more video silliness on the 11th 🙂
Also TAKE THAT YARRIS!!! Finally someone with the guts to take those Yarris guys down a peg!
I’ve just released an enhanced edition of Karate Basketball on itch.io! You can play with others local-multiplayer now, so you’ll have more to do at your Crawl parties while waiting for the big 1.0 update (we’re working hard on that too!)
The new edition also has weapons to throw at each other, dodge rolls, more commentary, and some pretty sweet basketball themed rapping!
Update v0.12: Eye Bat is ready in time for Christmas!
Welp, we’ve got a bunch more Crawl stuff out for the holidays!
Apart from expanding the eye bat evolve tree, the main focus this update has been monster balance. A lot of the crappier monsters have been tweaked/buffed, and a few of the more powerful guys have been tweaked to be less OP.
Aaaaand… CHRISTMAS PRESENTS WOOO! Hehe I hope you all enjoy it, and please let us know how the monster changes are working for you!