Refactoring the meta-game in Intergalactic Delivery Driver

Last week was an interesting week for Intergalactic Delivery Driver, the game I’m currently developing. The week started with a crisis in confidence as I debated whether the meta-game would work and ended with a number of changes and much greater confidence in the quality of the game in general and the meta-game in particular. Continue reading

Creating ScriptableObjects in Unity

This is a short editor script that I use for creating instances of ScriptableObject classes in the Unity editor. Most scripts that create ScriptableObjects require you to add new code for each object type. This script does not. Select any class that extends ScriptableObject and choose Create->Instance to create an instance of that class. Continue reading

Inversion of Control in Unity

Many developers come to Unity from a background in object-oriented programming and look to use the same patterns in Unity that they used elsewhere. You don’t neglect what you have learnt elsewhere just because you are using a different tool but sometimes you have to apply those lessons differently with the new tool. Unity has its own idea about how you should architect a game and before you start fighting against this it is best to try working with it – you will be a lot more productive if you do. Continue reading

Why Freak Factory?

You may be surprised if I tell you that Freak Factory is about life, but it is.

Every time you play Freak Factory you lose, eventually. You may prolong the game, you may get a high score, but eventually you will lose. Losing is inevitable and every Freak you make reduces the space you have, reduces how much game you have left. While you play it the game doesn’t get harder, it gets less. With every move you make you see the end approaching. Continue reading

Seeing what’s really there

This blog post was originally published on the Develop:Brighton website on 26 June 2015.

I remember as a choreographer at dance school showing my choreography teacher my first dance piece. I’d spent a term making this dance, working with three dancers who were studying with me. This was extra-curricular activity but I wanted to make this dance and I felt good about it. So, in search of praise I asked my choreography teacher, Ingegerd Lonnroth, to look at it. Continue reading

What Makes a Good Collaboration?

This blog post was originally published on Gamasutra on 17 June 2015.

Before I became a game developer I was an independent contemporary dance choreographer with my own dance company. And in my 14 years creating dances, and a further 14 creating games, I’ve experienced all sorts of collaborations. For me, there are three key ingredients to a good collaboration. Continue reading

Bubble Pack becomes Freak Factory

I’ve been heads down building stuff for Bubble Pack for a while now, which is why I haven’t talked about it much. A lot of news has built up.

A New Name

The game now has its final name and art style. The name is Freak Factory. What were bubbles are now little critters called Freaks, and what was a simple box is now a factory in which you make these Freaks. And if you don’t keep them contained they will escape and the game ends. Trust me, it all makes sense and looks wonderful. Continue reading