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Walkabout Foxhunts!
July 18, 2021
by
anomalina
10
Hello there to anyone who's still following me! I wanted to say what I've been up to... lo, these past 9 months. Lucas Martell is my close personal friend who I've worked for on several animation proj...
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Hunting for Perfect SSAO
September 27, 2020
by
anomalina
4
I've been in love with the aesthetic of the bare Ambient Occlusion pass since 2003 in college when we were first hacking it in Maya with a dome of spotlights. Two years later it was a standard render...
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Performance Experiments
September 13, 2020
by
anomalina
2
I was worried about the unwieldiness of my DynObj class... the script that is attached to virtually every object that moves in the world, from buttons you can press to rocks you can pick up to giant b...
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Philosophy and the Weight of Things (Dragging)
August 19, 2020
by
anomalina
3
#philosophy
I have made an effort in this game to keep the player grounded in some version of reality. There are no magical portals from one world to another. There are no inscrutable enchanted gizmos with arbitr...
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Ladders!
June 15, 2020
by
anomalina
5
#unity
Ladders were an unexpected challenge. At first, I thought I could just change the slope limit value of the unity character controller to 90 while my character is in a trigger area that I labeled "lad...
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Elevator!
April 03, 2020
by
anomalina
7
I have a working elevator in my mountain now! Seems like a simple thing, but to get here I had to tear up a lot of code and reconsider so many parts, all the way back to player movement... The elevato...
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First New Puzzles
March 25, 2020
by
anomalina
10
At the art gallery in January, I had my first new puzzles up and working. This mountain world is based (at least in the first half) around stone-stacking puzzles. Stack stones up in the right order,...
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Q&A at a Local Art Gallery
January 09, 2020
by
anomalina
4
It was an honor to be invited to speak at the Walters Community Art Center, in downtown Hillsboro, OR (my hometown!). I had a drawing in a reunion show for my former high school art teacher, someone a...
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Mountain WIP 01
November 27, 2019
by
anomalina
5
Just throwing a few low-poly rocks together and walking around! I figured after about a year of tech discussion, my followers would want to see some ARTWORK finally... : ) ...and me too...
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Proximity-based "Holes"
November 21, 2019
by
anomalina
7
When the player needs to deposit a carried Item somewhere to advance the game, a key in a lock for example or a certain colored cube in a certain shelf, I call this somewhere a "Hole". In past, a Hole...
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"Thingness" and Inheritance
October 30, 2019
by
anomalina
4
In the first game, "state" switching of top-level "things" was handled by an ad-hoc network of scripts (see The State Switcher , previous post). Now I hope my new "DynObj" class will control all anim...
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The State Switcher
October 30, 2019
by
anomalina
2
Let's call the top-level objects in my game, which need to take player interaction and change states, let's call them Dynamic Objects (DynObj). For my purposes, anything that I decided should be anima...
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Average Quaternions for Carried Items
August 15, 2019
by
anomalina
13
I wanted the item you carry around to always follow the player camera, but not perfectly. I wanted it to fall behind and catch up, have its own momentum. Parenting it to the camera would be easy, but...
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Mouse-Looking Better
June 21, 2019
by
anomalina
8
In the first Foxhunt, I handled input, cursor-movement and mouse-looking all in the same block of code. I have since learned that these should be thought about separately, but processed together. Mous...
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Moving Better
June 11, 2019
by
anomalina
10
FPS movement was working okay in the previous Foxhunt, but I wanted to fix two major flaws: sliding up the steepest of hills, and bumping down a smooth incline. Before, the motion was physics-based,...
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The Importance of Post-Processing
May 06, 2019
by
anomalina
6
#look
For Foxhunt 2018, the first thing I worked on was the white and blue salt-desert look. I plopped down a few default cubes on a plane, spun up an emissive red sun, and went to town on the post-processi...
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Foxhunt (2?) is coming!
May 06, 2019
by
anomalina
10
#milestone
I had such a good experience releasing Foxhunt on itch.io that I want to do it again... bigger, foxier, puzzlier... hopefully faster now that I've had the experience and written the code backbone. Not...
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