2 min read

2weeks Twins

We’re making our own avatars! We’re calling them 2weeks Twins.
2weeks Twins

We are hard at work on our next experiment. We’re going to share a bit more about it early this time because we’d love your feedback as we’re developing it.

We’re making our own avatars! We’re calling them 2weeks Twins.

The first experiment we’re building is the Twin Editor. We want this to be a fun standalone toylike experience, but also want it to be the starting point for a number of games featuring twins.

So we want to get it right! We’d love to hear what you’d like to see in our character creator.

We have a new channel #2weeks-twins channel set up in the 2weeks Fun Club Discord server, and would love to hear from you:

  • What features are important to you in a character customization system?
  • What kind of outfits and accessories would you be most excited about?
  • Do you have examples of other character creators you love?

Thanks! We’re looking forward to hearing from you and showing you what we’re working on soon!

Development updates

Last week our cover image teased some upcoming functionality in the Tweaks engine.

We’re working on adding 3D physics to the engine to unlock new kinds of experiences we can build.

We’re integrating Jolt Physics, a really awesome open source library with a great, modern 3D physics capabilities.

Jolt has technically been integrated for a little while (fun fact: Vapor Solitaire is fully 3D and uses 3D collision detection provided by Jolt), but Jordan, our Principal Engineer, has been hard at work hooking up more of the capabilities provided by Jolt to our engine in preparation for some game ideas we want to pursue soon.

Great 3D physics in a web browser feels like a bit of a magic trick. You can take a sneak peek yourself by heading to https://physics-sandbox.2weeks.games/ - this is the debug app we’re using to test out the various capabilities, so you can’t do much besides see a handful of physics objects bounce around, but it was enough for me to get really excited about the possibilities it unlocks for us (and talk about it in the newsletter!)

One of my favorite things about our development so far is that each game we’ve built has pushed our technical capabilities a little further.

We built a physically-based rendering engine for Homestretch Bet, then a fancy rapid prototyping UI system for Vapor Solitaire, then peer-to-peer multiplayer support for Kaiju Defense Club, and now a reusable avatar system for Twin Editor, and a robust physics engine for our game following that.

The rate at which we’re accruing capabilities that unlock new kinds of experiences for us to build has me really hyped for the future.

Thanks for following along on our journey!