Will work for adventure

The video above is a new format to show some of the new things going on with the game. Of course it’s not a summary of everything I’ve been working on (there need to be SOME secrets!) but I think they will be a good way to show my progress.

My Dad recently asked how I actually make stuff in 3D and so I'm starting to capture my desktop as I work and I added a snippet to the video. It's a bit hard to see exactly what I'm doing but I'll learn to perform better to make it more clear in the future. I realize now that I need to do the broad strokes and worry about clean geometry and small details later.

So, the end of the year is here and 2013 has been a wild ride! The past few months have been especially crazy. Now that the dust has settled I can finally announce that I have been able to buy back the rights to Catapult for Hire from my publisher!

That means a lot of things but most of all it means that I can commit to the highest quality game possible and I will be able to interact with the community in a more direct way. Not much will change as far as my life situation. I will continue working part-time and squeezing in as much time as I can on the game in-between, but I'm finally in a good place and am making real progress.

Recently I added a feature that I'm very excited about. When I started designing the game I tried approaching gameplay through the lens of a completely stationary catapult. Initially it was an attempt at finding creative solutions to a constraint and it would keep environment sizes down but I see now that constraint isn't necessary. Not long ago I splurged and bought Assassin’s Creed IV: Black Flag in which you occasionally commandeer a pirate ship and I found that firing the cannons was immediately comfortable because it played exactly like Catapult for Hire. The main difference was that I was steering a ship all the while and I realized this needed to be in the game.

There are a couple of vehicle types already in the game but now the player will control their movement using standard WASD controls. In some levels you essentially become a catapult-tank as you move through the environment while other levels have you flying an airship through the skies or sailing a ship to locate the best fishing spots. It's a completely natural addition to the game and just feels right.



This was my first time going to PAX and wow, I was not ready for how huge the actual show was. I've been to GDC several times but PAX eclipses it with so many different things going on in every direction, as far as the eye can see.

I was lucky enough to be able to show Catapult for Hire as part of the Indie MEGABOOTH. I can't believe the amount of work that Kelly Wallick and team had to put in to making it all happen and I'm grateful to have been able to be a part of it.

I attempted to prepare a new build in time for PAX and despite giving it my all I just didn't have the time to make it what it needed to be. I tried to get it right to the very last minute and ended up driving 14 hours through the night and was a sleepless zombie at the show. Unfortunately, even after all that I had to show a 6 month old build because I found that the new build wasn't going to work out. At least I made it alive and it was great meeting and talking to so many great people. Watching people play the game is a true joy.

At one point Tim Schafer came by and not being able to restrain myself I yelled his name. Startled, he turned around, shook my hand and we talked for a minute. Then he asked if he could play my game and of course I had to take a picture of the moment. I mean, it's Tim Schafer! Tim Shafer is playing my game! Look at him! Look how happy he is!

He said he liked the dialogue so of course that was amazing. The whole experience of PAX was one to remember.

It was great to hang out with some of my favorite people in the world again and celebrate nerddom proper.