Tag / Relativity

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  • Explanation of new name ‘Manifold Garden’

    If you’ve been following the game, you’ll see that I’ve changed the name of the game from Relativity to Manifold Garden. This wasn’t an easy decision to make by any means. The game had been known as Relativity for almost 3 years now, and had gotten press coverage and been shown at various expos with the name. However, it was…

  • Relativity has been renamed to Manifold Garden

    PlayStation Blog announcement: http://blog.us.playstation.com/2015/09/16/cultivate-an-infinite-world-in-manifold-garden/ New teaser trailer!

  • Leaf Lerp Color, Dense Towers

    Past few days have been insanely busy, especially with the stream schedule, and just a ton of new developments. Streaming has been going really well. Super stoked about the community that’s growing over at the Twitch channel. Below are some major updates. Tree leaf material now lerps between colors when you change gravity Still have…

  • Filling In Details

    Continuing to work on this giant tower level. Filling in the details, and finally got the (almost) right exterior silhouette. Everything is always in a state of flow, so I never say anything has been finalized. I fixed the protruding stairs. Removed the piece of floor that was jutting out so that it doesn’t look…

  • TIGSource Devlog Spotlight!

    Wow… just wow… When I saw this posted yesterday, I was pretty much speechless. I’ve been posting on this devlog for over a year and a half now, since November 2013. It has documented so many changes in art styles, weird tech issues, all the events I’ve been to, and so many random thoughts. The game has…

  • Pagoda Pillar Level

    Last night’s stream started off as an attempt to put in the finishing touches of a level, and then ended up as a debug session in which we uncovered some changes with Unity’s instantiation code in their latest update. All in all, another typical night of gamedev. Part 1: https://youtu.be/YqT1O4WKwRU Part 2: https://youtu.be/EjJTEL0-kCo Anyway, we did manage…

  • Gravity Direction Gizmo

    Given that I’m making a game that involves switching between multiple gravity fields, you’d think it’d be pretty useful to know which gravity is in which direction in the editor view. For a long time, I’d basically have to hit play and walk around inside the scene, in order to figure out which gravity is…

  • Indy Pop Con 2015 Post-Mortem

    I showed RELATIVITY at Indy Pop Con this past weekend. You might remember, I actually showed there last year as well. Last year, I kept track of how many people played, and how long everyone body played for. I’ve stopped collecting that data now though, as it was mainly to see how long the game keeps people engaged compared…

  • Dev Stream – More Architecture Details

    Images from dev stream. Adding more details to the architecture.

  • New team member!

    Chris Wade, a local Chicago indie dev, has come on board. He’ll be working on the game full-time for the summer, helping me overhaul all the gameplay systems and making sure all the mechanics work together. During this time, we’ll also be working on adding more visual and game feel polish. Here’s a small thing…