Monday, March 31, 2014

Project: GiantSlayer

Hey folks!

Here's a video of last week's progress on Project: GiantSlayer:

Most of this was done immediately after getting back from GDC as I've been stricken with GDC Plague.

The biggest changes were in direct response to seeing VR demos at GDC:

One of the biggest, but easiest to implement was adding an avatar, a virtual body for the player.  The Eve Valkyrie demo sold me on the importance of this.  For me, the biggest surprise is how alien looking down at someone else's body is. It still feels better than looking down into empty space though! From this experiment I've determined  I'd look pretty good in a flight suit. :)

The next big change was the addition of "real" buildings. They're still placeholder art, but are a huge leap from the Monopoly-type buildings I was using as placeholders before.

Lots of other stuff under the hood. The "track" is now laid out via splines. Various code bits are more stable, some probably less.

That's it for now! Follow me on Twitter or check the sidebar for more frequent updates.


Friday, March 14, 2014

Project: $%^`*#@$!

Howdy folks!

I've been spending some time off and on working on a VR Project that I'm really excited about. I'm not ready to show everything yet, but I wanted to show off the Anti-Gravity Ship: the Sprocket Rocket.

Anti-Gravity tech has had me hooked since the speeders in Star Wars and the hoverboard in Back to the Future II. One of my favorite past-times is SCUBA diving, a potentially Zero-G type of experience.

All those hours underwater paid off when crafting the feel of the Sprocket Rocket! Virtual Reality is a really cool venue for this type of experience because it can be so immersive that you begin to really feel like you're moving forward, falling, or pulling a Wotan Weave.

Wanna play?

Sunday, March 2, 2014

Squirt and Dungee are coming to Desktops!

Howdy folks!

We just finished wrapping up Squirt's Adventure for Mac and PCs. Its coming to Steam on March 5th!

So here's something you might not know about Squirt's Adventure: In order to squeeze past memory concerns on older mobile devices, we used mostly polygonal models instead of traditional Sprites.

Here's a video that shows what I'm talking about: