PuniTy and Controller Support – Getting thumbsticks to feel good

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You can download the updated version with controller support on itch.

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Wow, it’s been more than a month since PuniTy’s release. Time is flying, to say the least.

People have been asking me what my plans are for expanding the game since its release, and I’ve wanted to add oculus and controller support as I feel those two things benefit the experience a lot. Controller support is now in, but the oculus version is unfortunately delayed as I couldn’t get the rift to work on my Windows 10 machine for roughly 3 weeks of trying. Now that the new 0.7 SDK is out I may try again at some point in the future.

I have no intention of expanding the hallway / … Continue reading

A Slight Distraction

So it’s been a while since I posted an update.

About a month ago I started working on a scene for a 3D workshop I’m planning to teach in September. Namely, I built the PT hallway in Unity. I ended up getting obsessed with it and didn’t work on The Outline as much…but the project is finished!

You can play the game and read about some of the creation here.

Back to The Outline!


Where I am now: continuing with Act 1. I did another round of resizing buildings and props, mostly in the city portion.

Manual trams: I’ve switched from an automated tram system to one that the player can activate.

I started with an automated one as I wanted this to represent a real-life tram system, which runs on a schedule. Since I want most objects in the game to be metaphors or representations of objects in the real world, I was fine with this, despite having the player wait to catch a ride.

But after more playtesting, I’ve found it’s not ideal. Some players get confused when there’s no tram at the station, but mostly the waiting doesn’t  really add anything to the game. It does mimic the same wait a person has when waiting for a train, but it seems that’s too real and doesn’t mesh with the other mechanics … Continue reading

Puzzling Problems

Where I am now: I worked on Act 1 for the last two weeks. I was planning to return to Act 2 and try to make the Zelda section gameplay complete, but with a playtesting session in mid-July at K-days in Edmonton, and another in September at Maker’s Faire, I’ve decided to continue working on Act 1. It is the most challenging to design, so I feel that spending my time refining the gameplay will make the most use out of these upcoming playtests. It’s going to be a busy summer.

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New puzzles. Over the last two weeks, the main goal was to re-work the puzzles in the school buildings. The previous puzzles were all abstract math problems which I was fine with until the GDX playtest session, where I learned that their school-like nature ruined the tone and tipped it closer … Continue reading

Following The Light

Where I am now: I worked on the Zelda portion these last couple weeks, getting as many environmental mechanics implemented as I could. The Indie Game Bash showcase is coming up in two weeks, so I’m switching back to Act 1 to implement my new puzzles, rescale the city section, and any other polish feature by the deadline of June 6 (I won’t be showing the zelda section).

I feel like I haven’t said this in a while and it warrants another repetition: all graphics are placeholder at the moment. I fully intend to hire an artist down the road.

Moving mirrors. In the last post I showed the rotating mirrors reflecting light towards switches, but I was cheating and rotating them using the unity editor:


Now the player can grab the mirror handles and shove ’em:

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Where I am now: I spent less than a week redesigning the school puzzles in Act 1, and have now gone back to working on the Zelda section in Act 2 for a few more weeks.

New Act 1 Puzzles. Based on the feedback from GDX, I really wanted to change the puzzles in the school areas. As they currently stand they’re mostly abstract math puzzles and one “where’s waldo” challenge. The intent of these was to hammer home that the player was going through some sort of schooling system. After talking to a friend, he suggested that I could design puzzles that tell more about the world and its history, which was a fantastic idea. Not only would it make the narrative more cohesive, but designing things to have some sort of connection to each other also helps create a consistent tone, which was another problem I picked up from GDX.

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GDX: What I Learned From Playtesting

GDX has come and gone. It was a stressful week leading up to it, but the trip and the event were fantastic and very humbling. I wasn’t able to finish all I wanted for the demo and had to make fairly drastic cuts as the event dawned, but what I was able to show was fairly focused, and the feedback I gained from observing and talking to people was absolutely essential.

From watching people play, I learned a lot of little things I need to improve. The spinners that are grabbed and moved with both hands don’t read or feel intuitive. Most people couldn’t figure out the puzzle boards could be moved up to reveal more than one question they needed to answer. Some players couldn’t see the reference boards in the schools to figure out the puzzle, at least in the first school. The world still feels too big at times and makes … Continue reading

A Whole New World

Where I am now: I mostly finished re-sizing and re-working the environment, and right now I’m focusing on making new animations for the mother and re-working her AI. GDX is in 2 weeks, so it’s time to crunch.

This will be a fairly short update.

A Whole New World. With resizing mostly done for the buildings and my focus shifting to the terrain, I saw an opportunity to make a new mesa layout that had been sitting in my head for a couple months now. I’m happy I finally modeled it out, and like a freaking madman. This is all still temp art, but it’s closer to what I envision as a final look, and that gets me excited.

For the following shots, the lighting used is a rough vertex-lit version without using any lightmapping or realtime GI. Once I upgrade to unity 5 and implement its GLOBAL ILLUMINATION (I’m excited), … Continue reading

Resizing, Pull Switches, Bloodborne’s Level Design

Where I am now: Updating Act 1. These last two weeks I got a few more things working with the new player avatar, resized and reorganized a few things, and made a new switch to replace most, if not all, the levers.

This won’t be as big of an update as there weren’t too many big changes and mostly code fixing and updating.

Resizing. With the new body I added which uses hands that actually touching other objects, I realized how out of scale everything is. And I literally mean everything. Luckily there aren’t too many objects so it shouldn’t take very long to resize the world to a more believable ratio. Here’s a couple drastic examples of how big a difference there was:


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Brand New Body, Touchy Feely Hands, Sans-Core-Gameplay Objectives

Where I am now: As mentioned in my previous post, I’m working on updating Act 1 with new gameplay until the end of April. There’s a game exhibition happening on April 25th in Edmonton called GDX which I’ll be going to, and I want to playtest Act 1 with as much new gameplay as I can get finished by then.

Another reminder that all graphics are placeholder. If you cringe at anything you see, I’ve probably done so multiple times.

Brand New Body. Here’s a comparison of the character’s old and new body, with the new one being on the right (hopefully you can tell):


The monstrosity on the left is a combination of 3 meshes, the two arms and … Continue reading