This year, we gave a talk at GDC called “Making Night in the Woods Better with Open Source”. In it, we talked about how Night in the Woods, which came out last month and you should totally go buy, used the open source process in its development.

Unlike most of our other talks, we did something a little ridiculous with this one - we built an entire presentation system, from scratch, into Night in the Woods. We’re actually pretty proud of this, and so we put together a video showing how it was done. Check it out!

secret lab gdc2017 night in the woods night in the woods gamedev game development game development unity3d unity

Out now! Our new book on Kerbal Space Program. Just in time for the holiday season!
Buy from:
O’Reilly directly: http://shop.oreilly.com/product/0636920035138.do
Amazon: https://www.amazon.com/Kerbal-Players-Guide-Easiest-Program/dp/1491913053
Book...

Out now! Our new book on Kerbal Space Program. Just in time for the holiday season!

Buy from:
O’Reilly directly: http://shop.oreilly.com/product/0636920035138.do

Amazon: https://www.amazon.com/Kerbal-Players-Guide-Easiest-Program/dp/1491913053

Book Depository: https://www.bookdepository.com/Kerbal-Players-Guide-Jon-Manning/9781491913055

Or read it on Safari Books Online: https://twitter.com/parisba/status/807082094891413504

kerbal space program kerbal space program kerbals science nasa esa spacex astronauts space program books oreilly

We’re working on fancier sprite packing for frame-by-frame animation! A neat thing about this approach is that you can identify regions of sprites that are redundant, and exclude them. 

Each of Mae’s frames is a mesh that draws certain chunks from a shared sprite-sheet. So far, when compared to a packed sprite sheet, it’s about half the memory size for the same images.

These sprites are from Mae, from @nightinthewoodsgame – huge thanks to them for letting us play with their stuff!

unity3d gamedev nitw night in the woods indiedev workinprogress wip


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