psychicsoftware
April 22, 2011
Block Rockin'
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Block Rockin': Facebook version

April 22, 2011
Block Rockin'
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I’ve had a bit of fun figuring out the Facebook developers API and integrating it into Block Rockin’. The game is now running as a Facebook app. The key social feature here is that the high scores table no longer reflects the scores of people using the same physical device, but is now constructed from your Facebook friends.

The game isn’t as ‘nice’ when played using the arrow keys rather than tilt sensors, however.

Here’s a youtube video that Kirsty has just completed:

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April 12, 2011
Block Rockin'
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Block Rockin’ on the App Store

April 12, 2011
Block Rockin'
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Block Rockin’ is now available in the App. Store :-)

I’m still toying with how best to release it for Android – from what I read, piracy is a serious problem on that platform, so we might have to embed adverts in it.

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April 7, 2011
Darkwind
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Bulletholes

April 7, 2011
Darkwind
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I finally got around to implementing bullethole decals that are blended into the vehicle skins in Darkwind whenever they are hit.

The code is just a slight rework of that already used for custom decals; the major thing holding me up on this one was the problem of how to know where in the vehicle’s texture they should be blended. I have been in possession of some experimental ‘3D world to texture co-ordinate’ code since being given it by a developer on Garage Games a few years ago, but never got around to delving into it.

What I ended up doing was much simpler: place the decals into a random position within the region assigned to the vehicle facing (front, rear, left, right, top, bottom) that took the hit. As always, there were several players very generously offering to help out with the legwork of definining the pixel co-ordinates of these facings in the skins of each chassis type. Thanks to Tinker and FireFly who came up with the goods ;-)

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April 2, 2011
Game Musings
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Gravity Games and Zombie Survival

April 2, 2011
Game Musings
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Here’s a few other game ideas that I have been thinking about and running technical tests on Shiva/iPhone:

An Ant Attack / Zombie survival game where you live in a ‘block city’, with moveable blocks and maybe some limited crafting. You need to eat to survive, esccape the zombies etc. Early tests indicate that the iPhone is incapable of maintaining a reasonable framerate with a realistic number of separate blocks in-game. Although Shiva does have a nice mesh-merge feature, it is limited to static objects (for obvious reasons). I experimented with the idea of having the separate blocks stored offscreen and then merged to create a new single onscreen mesh every time a change happens, but you’re looking at a substantial processing hit each time. So.. non runner, for now.

A solar system ‘Gravity Game’ – you have some kind of target that you need to try to hit. There are planets in the game, which influence your projectile via gravity. You place additional planets of varying mass in order to get your projectile’s trajectory correct in as few moves as possible.

A 3D/pseudo-3D space flight game where you fly around the solar system, perhaps doing freeform activities such as defending yourself against pirates/asteroids, mining, trading, perhaps doing some scripted missions. The planets and moons could move in their orbits, so to get fuel- and time- efficient travel you need to time your flights well and your trajectories correctly.

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PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic