|Do you recognize the first level from our web version?|
|This level is ALL developer art, but it shows the colored lights and shadows effects.|
There will also be pulley systems, bounce pads (disguised as red mushrooms), sap that you can sink into, enemy pushers, bombers, moths, worms, tubes, torches, cannons and maybe even more if we don’t say “when” soon. We’ve added so much that we had to push back our release till early 2013.
This will be our companies first iOS game release so we’re trying not to get our hopes up and just to make a game we all can be proud of, though recouping our investments would be nice.
Ye OGE (Open source Game Engine)
While all this 2D stuff has been going on, I’ve been working with Ralph on upgrading the libraries OGE uses and improving on the CMake build system. At this point, it appears to be working on windows 7 and linux, but not on OSX.
What’s been holding back progress on the planet? Well, I’ve kinda decided to give OGE a real run for the money and see if I can’t make it work before giving up and rolling my own, simpler game engine. I’ve got the latest planet stuff running in OGE, and have been creating sample projects to track down various major bugs like random thread/memory crash bugs and physics stutter bugs. Ain’t no fun to play a game that stutters and I’ve noticed that stuttering seems to be a common problem when working with physics engines. If you’re a physics or threading guru I would love for you to take a look at those parts of the OGE code.
|This is my temporary MyGUI implementation in my planet test suite with the latest OGE (bogey tracker broken in this build!)|
|This is my little physics sample that I hope will help me nail the stutter bugs.|
I’ve also added a version of the OGRE profiler to OGE and added optional profiling blocks to all the major systems for now. It doesn’t really work like I would like, but it’s better than nothing for now.
No fav games of 2012 post because I mostly just play one game – Natural Selection 2! They finally released it and it is super fun.