Quadrilateral Cowboy developer diary details ghost cursors, tracelines, and player respect
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Brendon Chung's upcoming hacking-heisting hybrid Quadrilateral Cowboy caught our notice with its baud-beeps, script wizardry, and intuitive puzzles harnessing a mobile "deck" computer for solving. In a blog entry posted today, Chung began a series of in-depth looks at the code keeping Cowboy's code behaving normally. For now, Chung kept his focus on wrangling tracelines: a direct line from the player's view to whatever they observe.
"There's something exciting about creating a system and then putting it through its paces," Chung explained. "While artistic creativity plays a large part of game development, it also tickles that pleasure center of creating a finely-tuned clockwork machine, brimming with a billion moving parts working in concert with one another. Then one day your baby is released out into the wild and you hope those billion moving parts don't violently implode on themselves."
Chung describes how a "ghost cursor" situated at the end of the traceline determines where objects get placed as the player shifts his or her view, starting from a fundamental "stupidly easy & simple implementation" (or SE&S, as Chung shortened it) to snapping multiple tracelines together to avoid ugly collision issues with the environment.
"If making your game lean is a goal, then stuff like this is definitely fat," Chung stressed. "Players have a finite amount of time and energy for you. Everything that goes into the project has to answer one question: Is it respecting the player's goodwill or squandering it?" At least I'll sound somewhat like a tech savant when I blame my inevitable puzzle failings on "those darn tracelines."
Quad Cow, as we're calling it around the office, is out this year. Here's a quick preview .
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Omri Petitte is a former PC Gamer associate editor and long-time freelance writer covering news and reviews. If you spot his name, it probably means you're reading about some kind of first-person shooter. Why yes, he would like to talk to you about Battlefield. Do you have a few days?


