Getting a proper build together

Continuing progress on "One More Flip".  My focus right now is mostly getting the entire game connected together and playable as a stand-alone experience.  For example right now I have to change a setting each time I want to test out a different trick and then run the game.

It's about time to start getting feedback from players, so I need a build I can just hand to people and watch them play and take notes about what's confusing, etc.

I am close, I already have code for creating a character, and a basic screen for sequencing out tricks and unlocking them as you progress (including annoying player data save/load routines).  

Mostly what's missing now is some kind of basic tutorial, and a full set of tricks laid out in a sequence, and fixing any bugs with the logic to flow between all the screens in the game.  Lately I've been working on a few simple scenes that I intend to use as tutorials, to teach players the controls to the game:

Trapezery_151.gif

Here is another video, this time of working on the pose sequence for a "back handspring", which turned out better than I thought, although the timing makes the trick harder than I had anticipated.

As usual, follow me on twitter to see more videos and behind-the-scenes development stuff, I post pretty frequently.  Also sign up for my mailing list if you want to be notified when the game is available.

Character Customization & Landing Mats

Lots of good progress on "One More Flip" in various areas lately.  I've continued integrating the player model into the game, including stubbing out the player customization screen, which is looking pretty nice:

I've also spent some (perhaps too much) time making the landing mats in the game behave just like I want them to.  They are a pretty detailed physics model to simulate a mat that can compress, return its shape, and also deform in a realistic way. 

The mat is basically several rigid boxes connected together in 2 layers (like an ice-cream sandwich), with springs in-between to push it out to it's target thickness.  The pieces don't collide with each other so they can overlap and give good collision response to the player who lands on it.  Also since the visual design is now "clay", I need to generate a dynamic mesh for the mat that is beveled (rounded corners) to look more like it's a piece of clay.  This was one of the more tricky/tedious custom mesh routines I've ever written, but I'm very happy with the results.  It still needs UV coordinates and some clay texture/normal maps, but that will be relatively easy to add.

Trapezery_124.gif

 

I've also done a lot of invisible work on screen flows, preparing the game for localization, adding support for difficulty modes, etc.  

Hopefully the next post will be about getting a proper environment model into the game, and it will start looking like a complete game :)

One More Flip!

Lots of progress on the game lately.  I'm leaning toward calling the game "One More Flip", and have started working with an amazing artist named Calin to start creating artwork for the game.  We're currently pursuing a "clay figure" look for the game- since the game physics are truly 3D, a very "physical" look to the game seems to make sense, and clay figures and environments should look bright and appealing as well:

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Here are some shots from Calin of the first test character model:

Inspired by the new "clay" visual theme, I also created a mock up of a potential logo for the game:

After getting the character model I've been in the process of rigging it up and integrating it into the game to see how it will work, etc. 

The vision is for the player to have choices of many body shapes, skin tones, head shapes, hair styles, etc so that they can customize the character to their liking.  The environments will also look like they are made out of clay eventually as well.  Here is a first video of the character integrated into the game.  Still some visible rigging issues, but it's starting to look pretty good!

As usual, follow me on twitter where I post progress every few days, and if you'd like to be notified when the game is available feel free to sign up for the mailing list:

Flips, flips, and more flips! [First new game]

I'm happy to announce that I'm working on my first commercial game as Walaber Entertainment!  It's still very early days, but development is going along well.  The game is basically about doing flips!  Flips, flips, flips!  Across a variety of settings: trapeze, gymnastics, diving, aerial skiing, etc.

I'm currently working on the core physics system and some of the gameplay features, I don't have any pretty graphics yet.  You can follow my progress every week on Twitter where I'm constantly posting short videos and behind-the-scenes stuff.

I don't have a title for the game just yet, nor do I have an expected release date... It'll come out when it's done!  If you don't want to miss being notified when it comes out, please sign up for my mailing list!  I only mail people when products are released or have major updates.

Here are some videos of the work-in-progress: