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Glass Bottom Games

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We just implemented push zones, and they're AWESOME!

Hot Tin Roof Alpha - Push Zones
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Here, you can see our final-ish ammo / ammo box art. Some of it may still change, but most of it won’t. Also, final art on the stuff that actually shoots out (like gumdrop rounds, yay!).
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This morning's task: listen to cat purrs, pick the best one. Somedays, my job is pretty cool. This is the best one :3 http://freesound.org/people/Walter_Odington/sounds/26769/
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It may seem like a minor thing (and it is), but convincing my dialog system to let people other than Emma emit keyword lines meant a full overhaul. But, now it’s done! And now Franky can be her own sassy … Continue reading →
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Conveyor belts are also super cool:

Hot Tin Roof Alpha - Conveyor Belts
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Here’s a video of the brand new Franky AI. Instead of being a little mesh that follows you, now she’s… well, a person! It’s pretty awesome.
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 #UI
 
UI is boring, but, important. Since I’m housebound with a cold, I’m working on simple, mind-numbing stuff… like UI. Le sigh.
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Our first run at meshes for “gum ammo” impacts. It… didn’t work so well. On to v2! (since we have “slow” bullets, sometimes collisions are resolved with triggertrigger interactions, and those can’t kick back any useful impact collision normal)
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Hot Tin Roof got featured in HYPER Magazine (a big Australian game mag) in December. THIS IS SO FREAKING COOL: http://imgur.com/a/cWyPn#0
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We make awesome role-playing games
Introduction

(for development chat and such, circle up Megan Fox - our founder/programmer/etc).

Founded by a group of industry veterans, Glass Bottom Games is an independent studio based out of Denver, CO. Our primary purpose? We’re going make revolutionary role-playing games (that is, RPGs). We’re going to craft worlds driven by interactivity, exploration and choice that still feel “written” – and we’ll do it with a mixture of classic old mechanics (like day/night cycles and such) and entirely new approaches that you’ve never even heard of.

Now does that mean we’re going old-school? Nope. We aim for games that you can pick up and play without reading a massive manual.  Complexity and depth are two independent things, you can have serious depth of play without requiring an advanced degree in mathematics.  As for form, “RPG” doesn’t have to mean a click-fest, and our games might be anything from top-down button mashers to side scrolling platformers – but they’ll still be RPGs to their core.

… now that said, from time to time, we’ll make other games that have nothing whatsoever to do with the above. Why? Because it’s fun! We like narrative design in general, and plenty of game types can have narrative. So keep an open mind, and don’t go all cross-eyed if you see a casual game or a cover-based joke telling simulator or whatever with our name on it. We aim for quality, no matter what we make.