December 1, 2014 - 2:00 pm by Megan Fox

(You’ve probably already seen this, but wanted to make sure it populated out everywhere properly / currently finding it is a little obnoxious for some folks)

December 1, 2014 - 11:43 am by Megan Fox

This is a silly video, yes, and an old video, yes, but it remains one of my more favorite things about Hot Tin Roof. One bummer is that I doubt we’ll have time to fill the world with a ton of interactive stuff, but… I mean that’s also a genre thing. If a contextual “press B to smell flowers” “press B to shuffle papers” were popping up every 2 feet, it’d drive our Metroidvania players away pretty dang fast. So we’ve had to minimize the interactions to the gameplay critical ones, and just make sure that those communicate enough flavor to make the game still be interesting.

Hence – functional toilets. Yes these are in the game. They don’t open doors anymore, but they DO serve as save points. Every toilet comes with a sink beside it, and yes, the sink is also functional, and yes, we actually pay attention to whether you’ve washed your hands. There is a flag in the code for it. No, I won’t tell you what we use that flag for. It’s a surprise.

November 8, 2014 - 11:25 am by Megan Fox

They’re like swing votes, only not at all. Tag these with a grapple and pull, and they snap open. The door then sits pointing straight out for a moment before slamming back shut. While open, the “door” acts as a platform.

Screen Shot 2014-11-08 at 11.21.53 AM

October 17, 2014 - 8:11 pm by Megan Fox

Even a simple flower takes a progression, until it fits the HTR art style properly… but it’s worth it.

flower progression