Interference

Thank you, DreamHack!

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Having never so much as attended a gaming conference, finding out that we’d been selected to exhibit Interference at DreamHack Anaheim was equal parts exciting and terrifying. It meant that a bunch of people would have a chance to experience the game we’d been working on for nearly 2 years for the first time, and […]

Devlog

The Importance of Interaction in Interference: Focusables

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The last few posts have walked through Basic Interactables and Physics Objects, two-thirds of the available interaction types in Interference. However, there is a third distinguishable type of interactive object known as Focusables. Let’s check them out! Focusables Focusables, perhaps, involve the most complex set of interactions available to the player. Not to be confused […]

Devlog

The Importance of Interaction in Interference: Physics Objects

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Interference is chock-full of interactive objects. Last time we talked about Basic Interactables (objects that accept an input to perform a specific task) and our methodology behind ascribing functionality to interactive objects. Today, our topic is much simpler: we’re gonna talk about Physics Objects! Physics Objects Physics Objects provide a straightforward interaction to the player: […]

Interference

Why we’re on Patreon

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Oh, shit, we sold out! We put it off for as long as we could, but the fact of the matter is developing a video game costs money. In our case, we’ve been incredibly frugal, but since every cent has come out of our own pockets, we’ve turned to Patreon to help offset some of […]

Devlog

“Interference” teaser trailer now hitting the airwaves! (And more exciting updates!)

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After nearly 15 months of development, we are very excited to formally announce to the world our first game slated for public release: Interference. Well, technically we “announced” Interference back in January. And we’ve been posting periodically about it on various channels since then. We’re not exactly releasing state secrets here, is what we’re saying. […]

Devlog

Developing Development Guidelines: This Should Be Fun

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Read the Introduction, Guideline #1: Don’t Reinvent the Wheel, Guideline #2: Leave Perfection Out of It, and Guideline #3: Maintain Accountability. Making a video game is not fun. There. I said it. Okay, that’s not totally true, but when it’s 3:00 AM and you’ve been pulling your hair out for hours over what should have been an […]