Human Fall Flat - Ice Koobs
Hello everyone
We're hard at work with No Brakes Games to bring Human: Fall Flat to consoles very soon, however, we absolutely haven't forgotten about the PC version.





The new level some of you may have seen Draegast playing is almost finished and will be added to the steam build alongside the console launch so you won't have to wait any longer than the PS4 and Xbox players! This new level will be launching before summer and after that we'll all be heading to the beach to flop about on our speedboat.

Human Fall Flat - Ice Koobs
Hello everyone
We're hard at work with No Brakes Games to bring Human: Fall Flat to consoles very soon, however, we absolutely haven't forgotten about the PC version.





The new level some of you may have seen Draegast playing is almost finished and will be added to the steam build alongside the console launch so you won't have to wait any longer than the PS4 and Xbox players! This new level will be launching before summer and after that we'll all be heading to the beach to flop about on our speedboat.

SpeedRunners - Valve
The Weird and Wonderful Bundle is now available, offering big discounts on strange and silly games. Bundle Includes:

Surgeon Simulator Anniversary Edition
Goat Simulator
Human: Fall Flat
Speedrunners
Viscera Cleanup Detail

Human Fall Flat - Valve
Today's Deal: Save 50% on Human: Fall Flat!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time
Human Fall Flat - contact@rockpapershotgun.com (Adam Smith)

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

What happens if you take one of the waddling jelly people from Gang Beasts and drop it into a physics puzzler, set in surreal environments? Human Fall Flat [official site] happens. It’s a game about pulling levers, hopping across platforms and shunting crates around, but all of those things are made trickier and more interesting thanks to a control scheme that gives you control of individual limbs that are about as stiff as a plank of porridge.

… [visit site to read more]

Human Fall Flat - NoBrakesGames
Hello fellow humans,

Over the last weeks, I’ve been spending time helping creators with the Alpha Workshop and also rewriting character customization based on feedback received so far.


Sneak peek screenshot of the upcoming customization.

Here’s the kinds of things I’ve been hearing:

“I want to customise my co-op partner”

“How do I lose the hat? I hate health and safety.”

“Can I have a wardrobe to swap and change my custom designs (just like Cher) as I wish?”

“I saw this really cool skin, how do I get it?”

And finally, “What the hell is a mask?”

By taking into account all of these requests (and many others of a similar nature), I’ve devised the following features to be implemented in the customisation menu in the next update:

Undo/redo for painting – Did that last paint stroke ruined your beautiful creation? Undo it and go for the perfect take.

Simple masking – Just like masking tape. Select the parts you want to paint and just paint till your heart’s content. Each piece of clothing has its own pre-set masks, like the main colour, secondary colour, etc.

Simplified webcam process – Select the parts that you want to be textured with a webcam, press “TAKE PHOTO” and then smile (if you want to) while the timer counts down. Fully integrated to painting and includes undo & redo.

Improved UV unwrapping – UV unwrapping is how the game maps a 2D object (eg. your face on the webcam) onto a 3D surface (Bob). The changes to this will help increase the precision for different textures especially around the face region.

Got no painting skills at all? – Just pick primary/secondary/tertiary colours for different parts of the character and you’ve got your own unique look.

Co-Op buddy - Customize both the main and co-op character independently of each other to create your very own dream team.

Skin presets – Save as many skins as you like and use them when you like.

Wardrobe – Mix and match clothing designs for the head, upper body and lower body to build your own custom character.

Controller support - New customize has full controller support, except the manual painting where mouse is the only viable option.

Skin workshop – Publish your fabulous creations for others to enjoy and subscribe to skins others have created.

Custom mesh – Is Bob’s hard hat bringing you down? Use custom mesh to replace it or even the whole character. Create your own model or use an existing mesh of matching proportions and the game will automatically rig it to the character bones. Upload your models to the workshop allowing everyone to use them in their creations.

More workshop

There are additional feature to level workshop as well. Over the coming weeks I will make some video guides on using the workshop to create your own levels. Here's a quick summary:
  • Wall volume editor - no more struggling with unity cubes trying to create level structure. It's as easy as playing Minecraft.
  • Mansion level prop library - now you can use some assets from the actual game. Like trees, columns, some of the ground pieces, etc. Eventually each of the levels will be decomposed into reusable assets and exposed for you to use.
  • Sound engine redesign - this was neccessary to allow authoring of audio fx, ambience and music for your levels. Alpha2 has a preview of the new sound engine and several sounds from the mansion level compiled as a reusable library. Combining the sound engine with the signals will serve as a base for the mechanical components (like elevators) that will be exposed in the next Alpha.
  • Unlimited amount of subscribed levels,
  • Full controller support for workshop functionality.



Optimizaiton
This build includes all the optimizations which were done for the upcoming console version. The last levels were quite heavy on CPU, which is now reduced to 25-50% of what it used to be.

Be sure to check out the Alpha2 release on the modders branch of the game as described in this guide and stay tuned for video tutorials.

Looking forward to your new, beatiful levels and your feedback!

Have fun,

Tomas
Human Fall Flat - FlatHuman
Hello fellow humans,

Over the last weeks, I’ve been spending time helping creators with the Alpha Workshop and also rewriting character customization based on feedback received so far.


Sneak peek screenshot of the upcoming customization.

Here’s the kinds of things I’ve been hearing:

“I want to customise my co-op partner”

“How do I lose the hat? I hate health and safety.”

“Can I have a wardrobe to swap and change my custom designs (just like Cher) as I wish?”

“I saw this really cool skin, how do I get it?”

And finally, “What the hell is a mask?”

By taking into account all of these requests (and many others of a similar nature), I’ve devised the following features to be implemented in the customisation menu in the next update:

Undo/redo for painting – Did that last paint stroke ruined your beautiful creation? Undo it and go for the perfect take.

Simple masking – Just like masking tape. Select the parts you want to paint and just paint till your heart’s content. Each piece of clothing has its own pre-set masks, like the main colour, secondary colour, etc.

Simplified webcam process – Select the parts that you want to be textured with a webcam, press “TAKE PHOTO” and then smile (if you want to) while the timer counts down. Fully integrated to painting and includes undo & redo.

Improved UV unwrapping – UV unwrapping is how the game maps a 2D object (eg. your face on the webcam) onto a 3D surface (Bob). The changes to this will help increase the precision for different textures especially around the face region.

Got no painting skills at all? – Just pick primary/secondary/tertiary colours for different parts of the character and you’ve got your own unique look.

Co-Op buddy - Customize both the main and co-op character independently of each other to create your very own dream team.

Skin presets – Save as many skins as you like and use them when you like.

Wardrobe – Mix and match clothing designs for the head, upper body and lower body to build your own custom character.

Controller support - New customize has full controller support, except the manual painting where mouse is the only viable option.

Skin workshop – Publish your fabulous creations for others to enjoy and subscribe to skins others have created.

Custom mesh – Is Bob’s hard hat bringing you down? Use custom mesh to replace it or even the whole character. Create your own model or use an existing mesh of matching proportions and the game will automatically rig it to the character bones. Upload your models to the workshop allowing everyone to use them in their creations.

More workshop

There are additional feature to level workshop as well. Over the coming weeks I will make some video guides on using the workshop to create your own levels. Here's a quick summary:
  • Wall volume editor - no more struggling with unity cubes trying to create level structure. It's as easy as playing Minecraft.
  • Mansion level prop library - now you can use some assets from the actual game. Like trees, columns, some of the ground pieces, etc. Eventually each of the levels will be decomposed into reusable assets and exposed for you to use.
  • Sound engine redesign - this was neccessary to allow authoring of audio fx, ambience and music for your levels. Alpha2 has a preview of the new sound engine and several sounds from the mansion level compiled as a reusable library. Combining the sound engine with the signals will serve as a base for the mechanical components (like elevators) that will be exposed in the next Alpha.
  • Unlimited amount of subscribed levels,
  • Full controller support for workshop functionality.



Optimizaiton
This build includes all the optimizations which were done for the upcoming console version. The last levels were quite heavy on CPU, which is now reduced to 25-50% of what it used to be.

Be sure to check out the Alpha2 release on the modders branch of the game as described in this guide and stay tuned for video tutorials.

Looking forward to your new, beatiful levels and your feedback!

Have fun,

Tomas
Human Fall Flat - Valve
Today's Deal: Save 33% on Human: Fall Flat!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time
Human Fall Flat - Ice Koobs
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 - Ice Koobs
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
...