Sun Shy

As promised, here I am talking about our new game project! Sun Shy isn’t far enough along yet for a proper trailer or much fanfare, but it has lots of cool tech in it that I want to talk about, so I need to at least mention the game first. This post is meant less as a marketing pitch and more as the beginnings of a development blog. Hopefully it will give a bit of an idea of what we want the game to be.

Sun Shy is, or will be, the following things:

  • A 2.5D platformer
  • About exploring, finding resources and other treasures, and building a home/workshop/base
  • Focused on simulation and systems
  • About crafting and automation

We want Sun Shy to make the player feel like an engineer when they’re building their home, and an adventurer when they’re away from home.

Right now, Sun Shy looks like this:

Hanging out in the tiny hovel that I built in two minutes so I could take this screenshot.

Most of our development work so far has been building the engine, so it’s pretty bare bones at this point, but I think the bones have promise. The engine is almost at the stage now where we can switch to adding content and gameplay, and things will start looking a lot more fleshed out.

Half a third dimension

Sun Shy controls and mostly looks like a 2D platformer, but there’s a good reason we describe it as 2.5D. The game world consists of two ‘layers’, back to back, that the player can swap between and explore. We’ve put together a quick video that should explain this a bit better:

We didn’t want to go all the way to a 3D game, but working in strictly two dimensions can be restrictive in terms of the player’s machine design, building layout, and so on. Hopefully this system will be a happy medium between the two, and we think it looks and feels pretty cool, too.

Feeling like an engineer

This is what the simulation focus is all about. We want the home/workshop to feel active and functional, like a machine.

To this end, we have a already implemented the core functionality of a gearing system. Crafting will be done at stations, and later in the game this process can be automated. Sophisticated crafting stations will require power, and power will be transmitted mechanically, with gears and pulleys. This video shows a gear assembly in action:

Here we have set up a hand crank and geared it way down – you might have a set up like this if you need to do something that requires a lot of torque, but your only source of power is yourself. Of course, if you have something slow but powerful (like say a wind turbine) and you need to power something quick (like a lathe), you’d want the gear ratios the other way around.

We have a bunch of systems like this implemented or planned, all with the goal of making your home, workshop, and garden more interesting. Needless to say, we’ll be talking a lot about more about this.

Feeling like an adventurer

We hope to make exploration challenging as well as rewarding, with the player needing to prepare for travel, set up camps or outposts in distant lands, and think carefully about navigating different regions. We want travelling to feel like an adventure. Different regions will provide differing levels of difficulty, and a core element of player progression will be their ability to physically move through the world. Getting this part of the game right is going to be less about fancy engine technology and more about getting the design right. We will soon share some thoughts on how we hope to do that.

Sun Shy’s status

Sun Shy is an ambitious game, and we have plenty of work still to go. Rather than attempt to enumerate every part of the game here in the introductory post, we’ll be fleshing out some of our features, design choices, and programming misadventures in future posts. We hope that over time, we can communicate some of our passion for this project, and that you will all become as excited to play Sun Shy as we are!

Coming out of Hibernation

So it’s been quiet out here since my last post, almost two years ago, about finalising Sprite Lamp. One of the things I mentioned is how bad I am at interfacing with the world through social media, and I think my lengthy silence bears that out. However, some things are happening! And some of those things involve being a bit more talkative on the internet. So this is me trying to get back into the swing of things. Each of these things will be getting a Proper Post in the near future.

New game project

It’s been a while since I was working on Sprite Lamp full time, and we’ve been kicking around/playing with a few ideas for Snake Hill Games’ next project in the meantime. I don’t know how this goes for most developers, but for me, this process usually involves building a few demos or other bits and pieces, seeing what seems good and/or interesting, and eventually settling on something to focus on.

Long story short, we’ve settled on something. It’s called Sun Shy, and it’s getting to the point now where I should probably start talking about it in public. Soon (tomorrow), I’ll put up a big, proper post. For now, I’ll just say that we’re hoping it will appeal to people who enjoyed games such as Factorio, Terraria, and World of Goo (yes, I realise they are three very different games). We’ve been chipping away at bits of it for a good while now, but not full time and not consistently, so it’s still early days – I suppose I would say it’s part way between a fairly well-fleshed-out tech demo and a pre-alpha game. It’s quite tech-heavy, so there’ll be plenty to say about how we’ve been approaching various challenges in the game’s development.

It’s still Saturday in America, which I think means I have to post a screenshot.

A screenshot of a 2D platformer. The scene is mostly made up of dirt caves at night. Two candles on stands illuminate the environment. The main 'character' in the middle is a placeholder graphic of two spheres.

New team member

Snake Hill Games has historically consisted of two people. Sprite Lamp was developed mostly by me. Anyone who used it or saw anything about it will also have come across the artwork associated with it, such as that demo zombie, which was by Halley Orion. Since then, though, Snake Hill games has grown! A friend of mine by the name of Dr Ahmad Galea, hot on the heels of finishing his physics post-doc in the faraway land of Norway, has decided to join me in the exciting endeavour of game development. Sun Shy is going to be a bit heavy on simulation, and having Ahmad around to help me with the maths that I’m not up to is going to be great.

Creative Victoria

For those who don’t know, Snake Hill Games is in Victoria, which is a state in Australia. There’s a group called Creative Victoria that funds various arts stuff here, including research. Since games are a subset of art (apparently that discussion is finally settled), that means they fund games research. With this round, that includes us! The grants aren’t to work on a particular creative project, but the research can (obviously) have relevance to projects, and our research is about coming up with AI and animation techniques to deal with difficult 2D platformer environments. The animation stuff will mostly be about irregular environments (ie generated run cycles for bumpy floors, that kind of thing) and the AI stuff will mostly be about procedural and/or player-generated environments. You can read the announcement of the various funding recipients and their projects if you like.

Since it’s publicly funded research, of course, part of it is about contributing to a public knowledge base, so we’ll be documenting any useful techniques we find/develop here (as well as blogging about any pitfalls, false starts, and general failures on our part). More coming, on this front.

Website plans

I’m painfully aware that this website could in general stand to be improved . We don’t have a great deal of web development expertise between us right now here at Snake Hill Games, but since I’m going to have to post a lot more in the coming months, we intend to put our heads together and figure out how to make things at least a little bit nicer.