![]() ![]() I built Arachnophilia in an amazingly fast six months. Looking back, I have no idea how I did it. In addition to working a part time job and doing research in a lab at Berkeley, I spent all my free time working on this game. During development I also took my first solo backpacking trip (which was a colossal failure) and had to rush the game out before a couple of friends and I took off for a road trip to Alaska. I can barely even recognize the person who did all that now. ![]() When I started building Arachnophilia, I really didn’t know what I was doing. I’d made some small games before, especially on my calculator in high school, but I’d never released a game and was tackling a lot of challenges for the first time. I just plowed forward without worrying about it and somehow every major obstacle was overcome. I built Arachnophilia from the geometry up. It’s something few would do, but it seemed like the natural thing to do. I started with points, defined lines, circles, etc. It was probably a lot more work than using an existing framework, but it meant I knew the code inside and out. Given that the game is unlike any other, I’m not sure how easily any framework would have fit it anyway. So how do you even play the game? Arachnopilia is a spider web simulator. If you click on the web or a nearby branch, you’ll run there. If you drag your mouse, you’ll run to the first point you clicked, then hop to the second, adding another strand to your web as you go. If one hits your web, it will get stuck, but it will also weaken that part of the web. If enough weaken your web, it will break and all the contained insects will fly free.īuilding your web takes webbing, and your spider’s health meter is always going down. But if you click on a bug you caught, your spider will run over to it and eat it, recharging webbing and health. You lose if your health goes down to zero. ![]()
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