We added in the ability to race your friends. Closer you stay to danger the fast you’ll go… so fly low and fly fast.
Syncing your Android or iPhone to the game is now as easy as taking a picture of the screen.
Next up… sound tracks, clean up some menu systems and wait for Unity to release a hunk of code we need then it’s off to the App store. Maybe it’ll be out for Christmas?
So one of the purposes of this game is to make it a party game. What happens if you don’t have our controller, or enough AppleTV remotes or even an iPhone… That android device you have in your pocket should work homie. We got you.
We’ll go into details about how this works when we refine it down the road.
We dumped in some star wars models because star wars. Obviously it’s not for production because star wars and trademarks and copyrights and lawsuits but it’s super fun to play with… even if just for testing.
Getting to the end of the sprint!
The beans are working, multiplayer is working, the terrain is closer. Next up game mechanics and theory, music, custom crafts, and some code refactoring to get this working on appleTV
Phil and Geoff testing multiplaya from happyMedium on Vimeo.
More testing with the light blue bean from happyMedium on Vimeo.
So the idea is to create an iPad or iPhone or appleTV came that allows for multiple input controls. If you’re playing on the new appleTV you can gesture with the new remote, your phone or if we create an actual toy with accelerators in it… we’ll that’d be awesome.
Maybe this will work with AppleTV from happyMedium on Vimeo.
So the beans are working in unity! The terrain is kind of in. The aircraft are shitty but getting closer…
In a day we should be flying around in the grand canyon.
Terminator style – the beans are working from happyMedium on Vimeo.
So all of our 3D modeling work and our 3D printing has us thinking about voxels and polygons. Not in a mean, unfair comparison kind of way, but in a hey-mathematics-influence-optics kind of way.
(image source: 3D-Coat Forums)
The image on the left is polygon-based, and the one on the right is voxel-based. Polygon-based sculpting forces you to consider the topology of the model, whereas voxel-based sculpting can feel more organic and more like how we might traditionally think of sculpting.
With polygons, you’re stretching and shaping
Working with polygons is like making a sculpture out of chicken wire where you don’t have volume, really – you’re just sculpting and bending a surface, and any interiors contain empty space. Working with voxels is rather more like working with clay, where you can shape it, it has volume, and you can add and take out of it in an intuitive fashion.
This is a great breakdown of what voxels actually are as they relate to 3D printing: Additive Manufacturing — The Voxel Method.
Grand Canyon (image source)
Paria Canyon – Vermilion Cliffs (image source)
Cebolla Wilderness – La Ventana Natural Arch (image source)
Wave Rock in Western Australia (image source)
Here’s a screengrab of a thing Geoff has put together in SceneKit.
It’s reminding us a bit of this iconic album cover:
Geoff has put together this neat hilly terrain by working off of the Perlin noise function.
If you’re not familiar with Perlin noise, according to Wikipedia: “Perlin noise is a type of gradient noise developed by Ken Perlin in 1983 as a result of his frustration with the ‘machine-like’ look of computer graphics at the time.”
It’s great for making computer-generated natural effects (like fire, fog, or rolling landscapes) look more… well, natural.
This is what it looks like in action:
Perlin map test! A programatic never ending canyon! from happyMedium on Vimeo.
In other news, we’re getting along well with Unity and giddily acquiring assets. The two asset packages that we’re most excited about are: one that gives us more tools for developing terrains, and a second one that lets us grab real-world satellite images, drop them in Unity, and texture them ourselves.
What’s great about Unity is that it’s incredibly easy to get started and use. Because it’s so easy to get started, you can test things out and see things happen relatively quickly.
More experimentation –> more fails under our belt –> faster to learn and get to the finish line.
We’re definitely still in our honeymoon phase with our printer, a phase that involves Star Wars geekery and printing out Stormtrooper masks. I’m not sure that we see an end to this anytime soon.