Horrible Pain is the online home of Ryan Hill. He lives in Winnipeg, Manitoba, where he creates goofy video games and other stuff he finds interesting.
He's starting to use Twitter a little bit even though he doesn't have a cell phone.
Category Archives: uncategorized
A tangent I came upon during my previous attempt at tracing the history of “leading lines” is the “rule of thirds.” I think in general, it appeals to me to ask, “Where do these visual composition rules come from?” The … Continue reading
Recently released this game, Cubey vs. the Universe, on itch.io. It’s a puzzle game where you roll a cube person and need to match the faces of the cube to move. It’s an improved version of an old game I … Continue reading
I posted a gist on GitHub where I was playing with modifying the projection matrix for the camera in Unity. For background, a matrix is basically a grid of numbers. A vector is a series of numbers. And you can … Continue reading
Some recent video game discourse over “leading lines” got me thinking about what is the history of the concept? Obviously it was a thing in photography and/or painting before it was ever used in video games, but for how long? … Continue reading
I got a few people to run a program I made to test their accuracy with the thumbstick on a gamepad. What kicked off this train of thought, was I was considering radial UI as an interface. How many options … Continue reading
A collection of paintings I’ve been doing on a general theme. I figured I’d put them up here. I hadn’t done much physical painting really. I drew a lot but just with ink or pencil, so no colour. I made … Continue reading
I saw this article on why kids loves garbage trucks. And it got me looking at games about garbage trucks. Obviously there must be a garbage truck simulator in the vein of Euro Truck Simulator or Train Simulator. I found … Continue reading
One thing I see sometimes on the game design subreddit, is questions of the form “Is ____ considered good / bad game design?” So I guess I have two pet peeves with that. One, it does a passive voice attempt … Continue reading
In UX, modes are when the same input results in a different action depending upon the state of the program. I’ve played games where there’s a “town” mode and a “action” mode, where your “fight” actions are replaced with “talk … Continue reading
This is a door model from Gone Home. Anything strike you as odd? It’s pretty thick isn’t it? For comparison, I measured a door in my own home and referenced a Home Depot link on standard door sizes. My doors … Continue reading