FCR symbology had a pass (Dave sent me an updated vehicle database but I'd lost it in a sea of desktop files, now resolved). It was good to see the symbols popup. A range selector is missing, that's now added to the frighteningly long list of immediate issues to resolve. At least they are small things that can be ticked off rather than whole new features requiring weeks of work.
An early scoreboard / laptop terminal will be added shortly, that's the final game glue component needed for a firing range game cycle. It bookends the flying part in an open-ended way and now the FCR/TSD glyphs are populated and we have all the necessary object data in our database I can go ahead and work on this.
|Would this be classed as a wheeled vehicle|
or air defence unit?
|Sorry, graphics from my programmer art sand-box|
* not a production map *
|Calibrating ranges and checking LOS by placing|
entities in the game world. 8km max
One major issue still to resolve, the physics / flight model integration.
I had chance to study a lot of future campaign and AI code and have some exciting ways to get more bang per buck using 'sand'. Or rather the way sand games optimise performance, the connected node structure of the campaign lends itself perfectly to some of the methods used in these games.
Potentially a lot of air search radar units can impact performance which will be vital to deal with when it comes to scaling up the engine for season 2.0
The GUI could use some more spot graphics, medals and rank insignia come to mind.
|"We have cows" - Pure3Ds Cows liven up|
my test zone. I am pleased with Cow.
During the summer holidays my kids and I had a pet project to create an iPhone game in 48 hours. They hadn't seen much of me sadly, but I wanted to give them the taste of the creative joy that comes with making digital content. We have a working game with a lot of place holder graphics and some amusing encounters. It was a ton of fun to just create something from nothing in such a short amount of time, it's something you don't get on projects that last 2 to 5 years. We licensed music and some sound effects from the BBC, some effects were created Foley style (such as 1 pounds coins being dropped onto a pillow for the purchase sound).
It's really quite a nice mobile game which will probably end up on the Apple store when the girls finish their Manga characters. The bear looks fantastic, I'm really proud of the effort they made.
I think I was able to get across the idea of 'gamestate', device centric input (fat thumbs in small spaces = less stuff), sprite atlases, legal issues about assets and new swear words when something doesn't compile. Another important idea I try to convey is that of speed or flow, a game maintains a rhythm or cadence that is pleasing in human speech even if you don't understand the language. So we removed / rejected ideas that interrupted the natural flow except where demanded. If I ever get to afford to buy an iPad (replacing the sofa which has holes in it has priority) it should play quite well for a throw-away game that took just a few days to make.
|King in 100 Days - Choose Your Next Move|
|King in 100 Days - Mercs from The Village|