Hello, I’m Eugene - creator of HASTE (Time-bending action). I’d like to share our story with you and to continue on posting some development stuff about our game.
A year ago I challenged myself to create a new hardcore game concept in 4 hours. I came up with idea similar to Portal: player had to complete several challenges in small rooms in order to get to the elevator. Main challenge was to dodge falling stuff and exploding equipment. In order to complete the level I allowed player to slow time as long as he runs.
Next 2 weeks I spent with two my friends creating new version of the game. I’ve added secrets, ability to jump, physical destructions, pseudo-random obstacles arrangement and on-line scoreboard, and my friends have written the soundtrack and drew 2D-art. I released that version to the public gaming forums. The game became more like first Half-Life with puzzles from the very first Prince of Persia, and players praised it’s difficulty and replayability. That version was labeled as Prototype #2.
Then we’ve started to improve everything we’ve learned to make a better prototype. We’ve gathered 3D-artist, sound designer, real-life buildings architector and 2 voice actors to make next prototype look, sound and feel much better.
That was in 2014. Right now we are making new HASTE with more features (like self-written Inverse Kinematics, moving trains, ragdolls and other cool stuff), better graphics and more entertaining gameplay. This game doesn’t use any major frameworks - almost everything is coded by me (few exceptions are Decal System and Pathfinding System).
hey Econe, that is awesome! but can I ask you some questions regarding inverse kinemtics? firstly how did you position the hand on the weapon? , secondly how did you control the player hands? did you rotated the weapon or moved it up so the hands will follow it? is the hands position is just an animation being played? thank you so much btw, the game has a really good future if you want my opinion
I’ve animated the hands as usual, then at the beginning of frame saved arms’ transformations relative to head and torso, solved the IK-chain, moved arms to their new positions and solved IK again.
Initially I wanted to let player run inside our custom LHC, but then decided to transform Large Hadron Collider into a Large Plasmatron just to make it look cooler and sound fatter