About Robot Invader
We warped our brains watching '50s monster movies in glorious black and white. Now we're making video games for your phone, tablet, or virtual reality headset.
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Category Archives: wind-up knight
Android TV and the Video Game Middle Ground
We shipped Wind-up Knight 2 for Android TV last week. If you were at Google IO, maybe you saw our logo flash up there for a moment. If you actually have an Android TV, Wind-up Knight 2 is one of a … Continue reading
Posted in Android, controllers, game industry, mobile games, wind-up knight
4 Comments
Learning about Free-to-Play from Devil May Cry
The first 20 minutes of Devil May Cry are really clever. What happens is this: you breeze through several rooms, chopping evil marionettes left and right and flicking that silver hair around like you own the world. After the second or third … Continue reading
Posted in game design, mobile games, wind-up knight
Comments Off on Learning about Free-to-Play from Devil May Cry
Playing Wind-up Knight 2 with a Guitar (and why it matters)
Yesterday we posted this silly video about playing Wind-up Knight 2 with a variety of funny controllers. Nothing in this video is faked; we used a converter box (like this one) to convert our various console controllers to USB, then … Continue reading
Posted in Android, controllers, game design, game engineering, iOS, mobile games, wind-up knight
Comments Off on Playing Wind-up Knight 2 with a Guitar (and why it matters)
Checkpoints in Unity
One of the new features in Wind-up Knight 2 is checkpoints. They work the way you expect: if you die after passing a checkpoint you will restart at the checkpoint location with the game world restored to its previous state. … Continue reading
Posted in game engineering, wind-up knight
3 Comments
Leveling Up the Wind-up Knight Design Process
When we built the original Wind-up Knight, Robot Invader was only three people: Casey, our intrepid designer / animator, Mike, our one-man art machine, and me, the code guy. We hired contractors (the mighty Jordan Fehr for sound design and … Continue reading
Posted in game design, prototyping, wind-up knight
3 Comments
Wind-up Knight 2
We’ve been pretty quiet lately. It’s been almost a year since our last game, Rise of the Blobs, and other than a few blog posts here and there (and an award or two) we’ve kept a pretty low profile. But … Continue reading
Posted in Android, iOS, mobile games, Uncategorized, wind-up knight
5 Comments
Porting Wind-up Knight to OUYA
Wind-up Knight has just shipped for OUYA. It runs great on the console and is really fun to play with a controller. If you have an OUYA, go check it out! If you don’t have one, $99 is totally worth … Continue reading
Posted in Android, game engineering, wind-up knight
2 Comments
OS Native UI in Wind-up Knight
A while ago I posted the following tweet to my twitter account: Fun fact: #windupknight on Android includes 7575 lines of Java. iOS version has 7005 lines of Objective-C. Both have 12000 lines of C#. This generated a lot of responses, mostly … Continue reading
Posted in Android, game engineering, iOS, mobile games, wind-up knight
11 Comments
Locomotion Smoke and Mirrors
If we’ve done our jobs right, Wind-up Knight is a fairly simple game. There are only four inputs, and only two are ever needed simultaneously. Sir Sprint, our heroic spring-loaded knight, runs forward automatically, removing the need for a classic … Continue reading
Posted in game design, game engineering, wind-up knight
26 Comments
Wind-up Knight for iOS Released
Human language is incapable of expressing the degree of excitement we feel as we announce that Wind-up Knight is now available on iPad and iPhone via the App Store. We even made a cool trailer to commemorate the moment: We … Continue reading
Posted in iOS, mobile games, wind-up knight
9 Comments