Workshop ALPHA is live!
I've got exciting news for many of you and I'm sure you can guess what it is from the Headline alone. Please find below a message from Tomas, the creator of Human: Fall Flat, that explains the ins and outs of the Human: Fall Flat Workshop.
It is exactly two months since the game was launched and it is the first day of our journey together. Because today, I am super excited to bring the long awaited workshop functionality to Human: Fall Flat. Let’s start with the basics. The goal of this initial build is exposing a limited (but complete) functionality, together with guides that will enable you to create rigidbody based parkour levels. A few assets from the actual game are included: buttons, pressure plates, automatic doors, indicator lights and the beloved exit sign! When combined with Unity primitives and custom models you can create levels similar to Mansion, Train, Carry or the Mountain. Eventually, more functionality of the game will be exposed consisting of motors, ropes, breakable things, etc. as well as the tools to create the soundscape. Also the library of props will be expanded to empower those of you who have no modelling skills creating fun and good looking levels. I’m rewriting all the components for Workshop use as they are quite user unfriendly in the actual game, meaning you have to tweak all the settings to get them right. And they have A LOT of settings – some redundant, some working totally opposite to how you’d expect, others make no sense unless you know how the algorithms behind those components work. For this release I have focused on the following areas: [ 2016-09-22 12:02:07 CET ] [ Original post ]
Hello all,
I've got exciting news for many of you and I'm sure you can guess what it is from the Headline alone. Please find below a message from Tomas, the creator of Human: Fall Flat, that explains the ins and outs of the Human: Fall Flat Workshop.
Hello fellow Humans.
It is exactly two months since the game was launched and it is the first day of our journey together. Because today, I am super excited to bring the long awaited workshop functionality to Human: Fall Flat. Let’s start with the basics. The goal of this initial build is exposing a limited (but complete) functionality, together with guides that will enable you to create rigidbody based parkour levels. A few assets from the actual game are included: buttons, pressure plates, automatic doors, indicator lights and the beloved exit sign! When combined with Unity primitives and custom models you can create levels similar to Mansion, Train, Carry or the Mountain. Eventually, more functionality of the game will be exposed consisting of motors, ropes, breakable things, etc. as well as the tools to create the soundscape. Also the library of props will be expanded to empower those of you who have no modelling skills creating fun and good looking levels. I’m rewriting all the components for Workshop use as they are quite user unfriendly in the actual game, meaning you have to tweak all the settings to get them right. And they have A LOT of settings – some redundant, some working totally opposite to how you’d expect, others make no sense unless you know how the algorithms behind those components work. For this release I have focused on the following areas:
- Making it very fast to create and iterate a level, and then test it out in the game. I wish I had the tool when I created the original content. For example, after adjusting some gaps I had to rebuild the whole game, get to correct checkpoint and navigate to the area in question. Now I can simply select “reload level” from the pause menu and it replaces the level around you.
- Exposing essentials like a level, checkpoint, fall triggers, level pass triggers,
- Make very clean and intuitive API for things that get exposed. Again rigging a button is super simple – you choose its behaviour, how much force it will provide as feedback and its travel distance. In original game I was tweaking every type of button and door by manipulating joint properties and trying to get these parameters right by testing forever.
- Getting a solid signal framework – levels are rigged using a signal framework that communicates between components. As the framework evolved, I totally changed the architecture a couple of times, and was adding more things without trying to be overly consistent. So I have like five different behaviours for different buttons each suited for a particular need, and you don’t want to know how many different servo motor implementations there are (loads).
- Based on that framework, exposing the most essential components – interpolation for light intensity, interpolation for emission textures, automated doors and the buttons (wall buttons, pressure plates, or custom buttons) which can interact with physics and/or touch, and expose different behaviours like switches (one button switches the signal and on another off), activate while pressed (e.g. pressure plate), or toggles (e.g. elevator buttons in the current game).
I will try making the new levels using the workshop tools – in the end you should be creating at least as good levels as they are in the game, and using your imagination even better ones.
To take part in the Workshop beta, you will need to enroll in this group: http://steamcommunity.com/groups/humanworkshop – further instructions and guides can be found there.
I can’t wait to see your dreamscapes. Have fun!
Tomas
Human: Fall Flat
No Brakes Games
Curve Digital
2016-07-22
Singleplayer
Game News Posts 158
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(157359 reviews)
http://www.nobrakesgames.com/
https://store.steampowered.com/app/477160 
The Game includes VR Support
Human: Fall Flat Linux [914.8 M]
Bob is just a normal human with no superpowers, but given the right tools he can do a lot. Misuse the tools and he can do even more!
The world of Human: Fall Flat features advanced physics and innovative controls that cater for a wide range of challenges. Bob’s dreams of falling are riddled with puzzles to solve and distractions to experiment with for hilarious results. The worlds may be fantastical, but the laws of physics are very real.
Will you try to open that mysterious door, or would you rather see how far you can throw a speaker set out that window?
Features
The world of Human: Fall Flat features advanced physics and innovative controls that cater for a wide range of challenges. Bob’s dreams of falling are riddled with puzzles to solve and distractions to experiment with for hilarious results. The worlds may be fantastical, but the laws of physics are very real.
Will you try to open that mysterious door, or would you rather see how far you can throw a speaker set out that window?
Features
- Direct and complete control of the character. Nothing is scripted and no limits imposed.
- Fully interactive environments, grab anything, climb anything, carry anything.
- Local co-op mode for you and a friend to tackle the worlds together.
- Paint your own custom Bob or even import your face onto his via webcam.
- 8 beautiful dreamscapes to explore with many puzzles to solve.
- Unlimited replay value created by you thinking outside the box.
MINIMAL SETUP
- OS: Ubuntu 15.10 and higher/Mint 17.1 x86 and x64/SteamOS Brewmaster
- Processor: Intel Core2 Duo E6750 (2 * 2660) or equivalent | AMD Athlon 64 X2 Dual Core 6000+ (2 * 3000) or equivalentMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: GeForce GT 740 (2048 MB) or equivalent | Radeon HD 5770 (1024 MB)
- Storage: 500 MB available space
- OS: Ubuntu 15.10 and higher/Mint 17.1 x86 and x64/SteamOS Brewmaster
- Processor: Intel Core2 Quad Q9300 (4 * 2500) or equivalent | AMD A10-5800K APU (4*3800) or equivalentMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: GeForce GTX 460 (1024 MB) or equivalent | Radeon HD 7770 (1024 MB)
- Storage: 500 MB available space
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