The original Octodad sold itself on its control scheme meant to simulate the hardships an octopus would face if he were trying to pull off masquerading as a human. We meant to make it awkwardly difficult but since release have realized there were a ton of technical flaws that took away from this and made it needlessly frustrating. Essentially, we took a look at the controls and tried to find ways to reduce this unintentional frustration where the player felt cheated and focused on retaining the awkward and wacky controls that players did enjoy.
So far, we’ve improved quite a bit from the original game. Click here to continue reading this and see all the changes so far!
A few months back we were lucky enough to receive word that the Indie Megabooth was going to return at PAX Prime, and they were even looking for games to fill some space at the booth! We decided to hop on that gravy train and ride it ALLLLLL the way to one of the biggest cons on the planet to show off what we’ve been up to here in OctoLand for the past year or so. Make sure to come check us out at booth #674 and also make sure to visit all the other wonderful indie studios we’ll be showing with. There are so many great games this year that you can all play! Roll on over to the Indie Megabooth website to check out all the other spectacular works of interactive glee.
We’ll be bringing some awesome swag with us to share with you all if you come by to play the game. Here’s a little preview.
(Windows only, sorry!)
Disclaimer: This is really only for hardcore people who want to play around a bit with the levels. The tools we originally used to make this game are pretty crude and buggy, so only recommended for people with a lot of patience and curiosity! Unfortunately, we can’t offer any support or updates for this editor because we’re busy with the development of Dadliest Catch.
OctodadEditor was made after the project was submitted to IGF and is the basis of the editor for Octodad: Dadliest Catch. We have a version that works with the original game, however it is an early build and also buggy. You will probably find it much friendlier than irrEdit (detailed below) in many ways. It supports playing the game in editor and has some undo/redo support.
Download here: OctodadEditor
You must extract OctodadEditor.exe to the install directory of the game:
C:Program FilesOctodad (32-bit) or C:Program Files (x86)Octodad (64-bit).
Loading a level
Go to File, Open, and browse to C:Program FilesOctodadContentLevels
Select any file you want to edit.
- Press F5 to play the level in editor. Press F4 to play the level in editor, spawning Octodad at the camera location.
- Any content you create (including new levels) must be placed in the Content folder. You can create your own folder as long as it is somewhere inside Content.
- You must edit existing levels if you want to play them outside the editor. For instance, L0Tutorial or L1Kitchen.irr.
- The level files are technically just XML, so you can hand-edit them if you’d like.
- Irrlicht supports many file formats, such as .obj, .x for models, .jpg, .png for textures and more. Check it out here: http://irrlicht.sourceforge.net/features/
- The editor functions similar to irrEdit, the first scene editor we used. A quick howto on how irrEdit works can be found here: http://www.ambiera.com/irredit/gettingstarted.html
The original Octodad went through a lot of iteration before getting to where it was for the IGF. We thought it’d be interesting to share some screenshots of its state throughout development.
More screenshots after the break…