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Posted on 02.05.06 by Mike K @ 3:30 pm
And now, what’s been going on. ![]() As mentioned previously, things started out as my long overdue PuffBOMB remake. So, a physics engine was built, based on what I’d learned from various tech demo’s (which I’ll post at a later date). And it did cool stuff. ![]() Good ‘ol verlet physics action. What you can see above is “characters” composed of spheres (circles), connected by springs. Cool stuff. The 3 circle thang is a potential collision model for the PuffBOMB hamster, and the Balloon like thing is exactly that. So, there’s a bunch of fun static collision for them to whack in to, as well as each other. And not to be out done, some moving stackable polygons as well. ![]() Their collision is still a tad buggy at the moment, and I neglected to take a better shot than this, but I’ll be back on that soon. At this point, I got thinking how I should be able to make a fine enough game with the sphere cluster objects above and static collision, so I continued on. With the 360 launch on the horizon, I’d been feeling the inspiration to pull together something for Xbox Live Arcade. The only problem, is PuffBOMB as a game in my opinion doesn’t really suit a gamepad. After a bunch of reflection and all that, I made the tough decision to put the remake *back* on hold, and to dig in to my bin of game concepts I’d like to make. This time, one that’d take advantage of a gamepad. So what happened? This post has grown quite image intensive, so I’m cutting it off right here. Let the tags be your tease. Stay tuned for part 2. Filed under: PuffBOMB and The Spider Comments:
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