Took another pass at this, and made a binch of thums and eventually came up with perspective I liked. Then I tossed into the perspective view maker http://drakkheim.com/perspective/grid.php?image=2a811acb319a27b462e6185e36aa491d.png&save=2 and saved out some guides. Then a little bit of time blocking out some of the shapes and it’s something I’m beginning to think works. But now it’s time for some holiday cheer so perhaps things will be a bit slow for a while.
The time to do this game has come. So it’s gonna be done right. No more Torque2D, Slick, or other homegrown from the ground, unproven frameworks. Time to do it in something that’s got support, community, a track record and a workflow. Aka Unity. And while we’re at it, let’s make it 3D, physics enabled and extensible by the user to add new rooms to the pool of maze chambers. And let’s do it as part of this year’s OneGameAMonth … MORE
Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments: Had to rethink some mechanics.. but the controls feel SO much better now. The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly. Screen scaling is working.. but the size isn’t right on smaller screens. I need to re-write the system to always maintain a specific horizontal distance … MORE
Busy busy week.. all freelance debugging and we development.. So not much progress on the game. Money rounding.. yeah.. lots of refactoring code. Moving some more UI elements into groups so they render in the proper order and can be switched on and off. Anyway here’s another beta.. # 7 now. http://www.swiftthought.com/temp/BarnyardBonanza007beta.apk
I’ve followed a ridiculous amount of indie and small developer projects over the last couple years and watched them just peter out and vanish into the ether. Hell, I’ve started quite a few that have gone the same way.. unfinished paintings, games, websites, etc. So why does this keep happening? What can we do about it? Well.. It seems to be all about preventing Stalls and building Inertia to make manageable Progress. Stalls By ‘Stalls’ I mean it literally like a … MORE
Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road. Here’s a peak at what’s been worked on. More details as soon as I get more gameplay things put in. And after a break to Javaland it’s back to good ol TGB. The upside is that things make so much more sense now. Many … MORE
Wooosh… that’s the sound of another gale force great idea blowing around. Yup, they’re pretty much everywhere at this time of year. Annoying, persistent, unformed, and generally really exciting! The thing is, they’re always much more exciting and enticing than what you’re doing ‘now’. Especially if what you’re doing now is rewriting something you’ve done before, in a new engine. In the last 3 weeks I must have changed my mental description of what I’m working on half a dozen … MORE