Gamedev / Programmer / Artist. Currently working on a game called High Hat. Twitter: @cart_cart
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Networking is now nice and smooth on a simulated 200 kb/s connection. The real test will be when I start injecting some latency / packet loss. And then the REEEAAAL test will be running it on actual network connections
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Hey you! Check out High Hat's first devlog here: https://youtu.be/FxW4PcX0fa8
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I think the letter pop in this version helps bring focus back to the title. I'll probably run with it
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This week I spent some time on an animated High Hat logo
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The High Hat pregame screen now has democratic game mode / character select. It still needs some polish, but I'm really liking the direction this is going in.
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Heres some more silly archery ... this time from the default t-pose. I should probably wrap up the aim animation so the game is playable again :)
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My new rig doesn't play well with the old aim and shoot animations. Or maybe it plays too well?
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Today the science community was baffled by the discovery of the elusive "tummy bone"
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I threw together a new character rig. Its much more flexible than the old one.
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The High Hat pregame screen lets you customize your character's face, hat, and color / team.
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This week I added some initial online multiplayer to High Hat
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If you think about it, High Hat is really just the plot of the movie "Gravity" but with hats instead of space junk
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In High Hat the game isn't always over when you get ringed out, but sometimes it feels like it (you now lose hats when you are ringed out)
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Here is a quick snapshot of some early High Hat gameplay with dumb AIs. I'm sure a lot of this will change but its fun to see everything coming together
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I made some cool player portraits to show how many hats a player has / other statuses. Fun fact: the portraits are actually dynamic renders of a clone of the player. You can rest easy ... the clones cannot escape their prison
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I gave the High Hat critters the ability to look at anything ... but I can’t get them to stop looking at hats!
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