Gaming Your Way

May contain nuts.

And, back.

It's been ages since I've posted anything, and there are lots of reasons why ( Well, just one reason, work ).

I haven't stopped since Lost Outpost shipped, hence me not being able to go back and fix the bugs on that. I had a large html project to finish around the same time O2 was launching, so I couldn't give it as much attention as usual, and from that straight into an iPad project ( I guess I'll write more about that sometime, hopefully it'll be signed off soon ) and then my planned Christmas break was spent doing a quiz game ( A link as soon as it goes live ).
Then last week I did my first html5 game, which was cool, more on that once it's live. So basically lots of stuff that I can't talk about yet, that makes for a golden blog post.

With the iPad project I had to re-register as an Apple dev, and learn how to use Starling along with Away3D, and that inspired me to look at an old project.

This bad boy is coming to iOS ( And maybe Ouya / Android )

I've only been working on it one day, but I was thinking a blow by blow account of it's development may be interesting ?

Currently there's very little to it, I ripped out the original planet code and got that running ( I had to alter things slightly, the really large planets killed the framerate, I think it was a fill rate issue ) and just today I started on the title screen you can see there, with the graphic equaliser effect I always wanted in the original.

One nice thing I played with yesterday was reading the accelerometer, so as you move the iPad the screen moves ever so slightly, like in iOS7, to create a parallax effect.

I'm really hoping to have this run at 60fps, as it looks so beautiful running at that speed on the iPad. I optimised the crap out of the Starling particle extension the other week, partly for the client iPad project and partly as preparation for this, so I'm hoping we can keep the particle porn we had in the browser version.

I guess that's it for now. I don't really want this slipping into a big project, so we'll have to see what features get kept from the original and if any new ones will be added. I'm not super confident I can make my money back from working on this, so I've got to be a little bit pragmatic in terms of the scope.


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