This week we got networking working in Drift. And to prove it to you, we’re going to show the update from both of our perspectives.
Accomplished this week:
- Shipbuilding across the network (woo!)
- Player can choose a login name
- automatically updating list of server names
- Badass setting around a planet
- flashlight controls
- look controls
- Naut mesh
I thought it might be interesting for folks to see the music that we’ve been generating for our projects. Even though only one game has been published, we’ve got done dozens of songs.
Astral Battle is a soundtrack from “Drift”, Send More People’s once and future space game project.
The song was intended to be the in-combat music for a game set in the far reaches of space. Drift went through several concept iterations which ended up removing ship to ship fighting. The piece has a soft spot in Derek’s heart, though, and he plans to work it in, when and if Send More People returns to Drift.
Author: Derek Gildea
Eric has gotten our little climbing buddy to use his hands and feet to grab onto objects. He’ll be able to use this ability to grab onto objects like balls and ropes to throw them, and he’ll also be able to scale walls.
Walls! He’ll scale them!
Stay tuned for more updates on Summit.
We were featured on the IGG Marathon today! It was a real treat to see folks playing our game and having a good time. Watch the video above to see how it went down.
Now begins the long, hard marketing campaign to get people to know about Shaped. We’re putting together press kits for review websites, tweeting, and generally making as much noise as possible.
Eric and I will want to check in soon with a Shaped post-partum video. Stay tuned.
Our heroes return with yet another developer log. I’ve just finished working at an internship and until another one starts up next week I have mornings free to work with Eric on Shaped.
The big news! We’ve gotten the game to run on the iPhone directly. No more emulation – legit, we have an app that will run and play our game from start to finish. Now begins the labor of optimization – getting the thing to run at a solid 60 frames a second and to behave responsibly. We’re going to messing around with control schemes – now that we’re not using a mouse to simulate a finger, we need to rethink exactly what will be the most intuitive control scheme.
And come up with a friendly sound that isn’t just that kid laughing. God, I designed that sound and even I find it irritating now.
We’re not quite on the home stretch, but we’re getting there. Tomorrow Eric and I are checking out banks to set up an account for Send More People. Things are happening, folks. Huzzah.