New game environments

It’s time for a long-overdue status update. I’ve been doing a lot of work on SkyCars the past month. While the final push to finish the game is taking longer than I’d hoped, I’m feeling very positive about the results so far.

There are a ton of gameplay improvements, which I hope to go over at some point. I also wrote a new ship explosion routine (when you crash) that causes the ship to break apart and explode depending on impact. But today I want to share some of the new environments I’ve created for game ambiance. So without further ado, enjoy the eye candy…

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SkyCars video blog: Visual and audio effects, Score, Orbits, and Lava

Finally as promised, here is a SkyCars video blog! Here, I demonstrate earning points, including the accompanying sound/music effects. I also show some new visual tricks in the game. Finally, I show some of the features from the prior blog posts (orbits, lava, etc.), so you may want to view those first:

Orbits in 3 Dimensions (tutorial)
Everybody loves lava

I haven’t focused on level design yet, so don’t expect it to look like a full game. I’ll also change the artwork for the in-game menu and HUD (heads up display). Anyhow, enjoy this preview of some neat game features!

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Orbits in 3 Dimensions (tutorial)

I’ve been adding some neat features to SkyCars, including lasers, jump pads, and lava. But one of the most formidable development challenges so far has been orbits. By orbits, I’m talking about asteroids, comets, or even platforms that rotate around an arbitrary point in space. I’d like to share with you my solution for 3 dimensional orbits.

Visualizing the orbit path

Let us imagine an asteroid with a circular orbit of an arbitrary orientation (or axis angle). We may visualize the orbit path like so:
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Everybody loves lava

Now that I have most of the core SkyCars engine developed, I’ve been working on one part of the game that has been left behind a bit: Art. Especially environmental, ambient, mood-setting art. It’s my firm belief that lava, when used sparingly, injects life and vibrancy into a scene. I especially like the combination of lava with organic rocky terrains, and with brutalist industrial tech architecture. Yes it’s cliché, but lava is found in many games for a good reason.

There’s good lava and bad lava. Bad lava is generic, semi-uniform, blurry, and orange. Good lava is a bit more difficult to create. Good lava oozes and flows, has different layers, is high-contrast, is emissive, and looks dangerous! I’ve tried to create good lava in SkyCars, which is a bit challenging given the graphical constraints of mobile devices.

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Doing crazy things with entity attributes, materials

Just incorporated entity attributes into SkyCars and SkyEdit. Now, you can set initial rotation, angular velocity, and a few other attributes for certain entities. This will allow asteroids to rotate around convincingly, as well as allow for some interesting moving obstacles.

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A sneak peek at SkyCars

As promised, here’s a sneak peek at SkyCars. The game is still in development, so things will likely change before the game is released.

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New website is online. Any suggestions?

After much toiling, I finally pushed out the new NebulaCafe website. It was a bit of a chore getting WordPress integrated with my site, but hopefully everything is running smoothly now. Still need to get jQuery loaded properly from the post scraper I hacked together on the main Blog page, but otherwise I’m pretty pleased with it.

Please let me know if you have any suggestions. Also, I hope to post some screen shots and perhaps even some video logs of SkyCars in action!

Integrating WordPress into the website

Today I’ll be testing WordPress by integrating it into my website. Hopefully everything will work out well!