Vote for Paperbound on Steam Greenlight!

April 14, 2014

Paperbound is now on Greenlight! Please tell everyone you can to vote for it so that Paperbound can be on Steam.

steam greenlight 500

http://steamcommunity.com/sharedfiles/filedetails/?id=249165516

Posted by Dan Holbert




Rotating Platforms!

June 4, 2014

We experimented with rotating platforms recently, and it was a huge success! So much fun. I’d like to walk you through the development of the feature, starting with the end result and then going back to show you the steps along the way.

Here’s a playtest we did the other day that proved that it was fun.

OK, now let’s take a step back and see what we did to get there. First, there are two types of movement: straight line motion and rotation. So first I added straight line motion (the easier one).

As you can see, the player collides with the platform, which is good, but he’s sliding off it and generally not interacting with it in a fun way. We’ll get to that later, but first I wanted to get rotation in the mix, which was one of the big hurdles. Correctly handling collision with rotating objects and adjusting the player’s position accordingly was no chump task.

Great, so now we’ve got rotation. But (A) our little dude isn’t sticking to any of the moving platforms, and (B), he just kind of pops inside a block when there’s no room to move.  So we’re going to address that by making the player move relative to any block he’s standing on and by squishing him to a comical death when there’s no room.

Woooo! It works. This final step is what took it from “completely not fun” to “super fun”. Then it was time to put some actual levels together and try them out, resulting in the first video.

I hope you found this fun and interesting. I’m going to be posting more dev blogs like this as we move toward shipping Paperbound.

 

Posted by Dan Holbert




IndieCade Entry

May 17, 2014

We just finished getting Paperbound ready for submission to IndieCade. We put art in two new levels, worked on a bunch of new characters, and built a new character selection screen.

We also created a new “exit through the page tear” feature..once you hit the score limit, a tear opens in the page, and you have to exit through it. Others can stop you, causing the portal to close. We think it adds a nice tension and works well with one of Paperbound’s defining aspects–the movement.

The sound effects have been improved massively, and Chris, our composer, created a new revision of the theme music that sounds more 1800s-y. It sounds great!

Here are images from the “Skull Kingdom” and “Dante’s Inferno” books.

BiBubble01

 

Inferno01

Posted by Dan Holbert




Tearing the Page

May 11, 2014

DoorOpening

 

To add some more pizzazz, players now spawn in through tears in the page. We’re also going to be using this tearing effect for a new gameplay feature–once you racked up enough kills to win, a tear will open, and you have to exit through it, adding some tension. I like the idea because it works well with the main hook of Paperbound–the movement. We’ll let you know how it works out.

Posted by Dan Holbert




Paperbound selected for “Best of PAX East”

April 14, 2014

Den of Geek gushed about Paperbound after playing it at PAX East. It was highlighted in their “Best of PAX East – Day 1″ article.

We think this game is going to be the digital-only sleeper hit of 2014…We backtracked and played it again after we’d done our first lap around the convention floor.

PAXEast

http://www.denofgeek.us/games/pax-east-2014/234667/pax-east-2014-day-1

Posted by Dan Holbert




April 2, 2014

Paperbound was just featured on Rock, Paper, Shotgun!

“I wouldn’t want to make any blanket statements, but I think some sort of grenade-lobbing, scissor-throwing, gravity-warping arena would be an acceptable next step. Oh, what a coincidence! I’ve basically described Paperbound.

It’s a gorgeous and fast-paced game, even with just two players. Movement is smooth, not requiring any particular acclimatisation to progressing quickly from wall to floor to ceiling.”

http://www.rockpapershotgun.com/2014/04/02/the-pc-bound-paperbound/

Posted by Dan Holbert




Paperbound on VG 24/7

March 31, 2014


vg247

“Paperbound is ‘Smash Bros. on crack,’ lets you become a scribbled gravity ninja”

It’s happening! Hot on the heels of Rezzed, VG 24/7 is providing coverage of Paperbound. Other sites are starting to pick on the game, and we’re excited to list those soon. Read the rest of the article here:

VG 24/7 Preview of Paperbound

Posted by Dan Holbert




New Artists: Josh and Lacey

March 17, 2014

I’m super stoked that two awesome artists have joined the team to create hand-drawn environments for Paperbound. Lacey is working on Tim-Burton-esque art for levels in the Skull Demon Kingdom environment. Here’s some of her early work:

Skull_paperbound

 

Josh is focusing on the levels that fit a Journey to the Center of the Earth theme. The art is inspired by the original Journey work by Riou back in the 1800s. It’s very line-heavy, and we’re taking that as a jumping-off point to create something unique. Here’s one of his initial pieces.

cave

I’m excited that these two are working on Paperbound, and I can’t wait to see more of their creations.

Posted by Dan Holbert




Paperbound selected as one of two “Promising Indie Games in Development” by UT-Austin newspaper The Horn.

March 13, 2014

While already fun to play and incredibly addicting, Dan Holbert ofDissident Logic told me that he is planning to add a few dozen more levels to the game, making for a surefire dorm-room hit.

People at SXSW loved Paperbound. A reporter for university newspaper The Horn definitely did. Read the rest of the article, and find out about other awesome games from the Expo here:

SXSW 2014: The Best of the Gaming Expo

 

 

Posted by Dan Holbert




Arcade Cabinet Concept

February 23, 2014

PaperboundCabinetConstruction

In preparation for SXSW, I’m making an “arcade cabinet” display. It will look like a book that’s been cut into. The type of book that’s OK with ending a sentence with a preposition.

In order to make sure I’ve got everything fully figured out, measured, and accounted, I decided to model it in Blender. Here you can see a mock-up of what the outside will look like, as well as the inner skeleton. I’ve color coded all the skeleton pieces based on length and material. The vertical blue bars are metal studs (let the jokes out now), the blacks are metal track to splice the studs, and the rest represent various lengths of wooden shiplap.

An unusual requirement I have is that the whole thing must be able to be transported on an airplane as checked baggage. That means that no piece can be longer than about 2 feet, and the whole thing must weight under 100 lbs (the typical weight limit for two checked bags). The wood alone looks like it will weigh about 50 lbs, constructed from lightweight cedar. If you’re wondering why it has the zig-zaggy, criss-crossing open-ness…it’s to save weight. The bottom is the only part that is solid, as it needs to be comparatively heavy in order to avoid the thing tipping over. I can throw rocks or something down there to weigh it down further if I need to. I will be able to assemble and disassemble this thing on the show floor.

I’ll put a 32″ LCD TV inside, with a hole cut out of the pages for it. For controls, I’ll just have wired Xbox 360 controllers at first, but I hope that I’ll one day be able to put real arcade joysticks on board.

Some say that I’m mad. Only time will tell. I’ll be making more posts as I build the thing.

Posted by Dan Holbert