Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

2008-12-22

iPhone continues next year

Well, here are some screenshots from nonsense I'm testing.

These screenshots in no way reflect on any performance limits, SDK artifacts or in fact, ANY technical details about the iPhone whatsoever. In fact, I implemented ALL of these in SDL with C++ before putting them on the iPhone.

Point is, pictures that prove I can load models and scenes into my phone:


This was from 'YoBro', a blender game I played with. You can see that some of the nodes are missing, because I haven't put in correct parenting in my node tree, so it drops em. That kinda looks like a taurus, right?

Hey look, it's me in the iPhone!
Adventure clone without textures is lame. But, it's nice to see that the iPhone can handle 1000's of nodes.This is a poly-reduction of 'Delgadosaurus', a free poser model out there if you go looking; forgot the guy's name who made it, but cred to him! (will get ref eventually)

This is a bomberfan level, at a better angle.

This is one of the spaceships from GSS6, the cool part is it has the interior modeled, so you can actually fly/walk around the decks, crew quarters and sit at the bridge.
This is the classic 'dancing lizards' scene from an odd angle, I probably should have found the shotgun and taken a picture of that. But you can see nodes!


This is the classic 'Saurosaur' in 3D from one of my older games noone ever saw, and for good reason! It's a fully articulated model, but that's for later, right? Point is, it looks alright, and was quick to draw, which is interesting!

and OMG, bomberfan is stuck in the floor because I didn;t have the time to add in the node-parenting system like in FrameGL2! Dammit. Point is, his level works great.

So, textures to add; better node system, and then I'll be just about the the point I want to be at in terms of graphical powers.

Here's the kicker; These files are loaded from a website, so anyone can load any file they want! Extensible iPhone games! How rawk is that?!?!!?

...apple will probably shit a brick, good thing I can defend it:
1. All loaded data (external data) must fit a size maximum constraint (1MB)
2. All loaded data (external data) MUST be interpreted, and cannot be directly copied (IE instead of float memcpy, you have to: x = *(float*)data; along with brutally slow size checks
Files may be only ASCII in the future to enforce safe non-hacking conventions (you can;'t break it if there's nothign to break!)

Ah well.

c'yall later!

2008-12-07

Weird dream

Well, I suppose it wasn't that weird, but here's the summary:

Take Mirror's Edge, and merge it with Dead Space, and remove the stupid guro style violence in substitute for more humorous RE violence.

It was quite a neat extension to Mirror's Edge, I was very impressed with the way it was NOT a sequel, but rather a logical extension to the mechanics, for example, in the original mirrors edge, it was somewhat like a parkour(sp?) simulation, in that holding items meant you couldn;t grab onto ledges and so forth.
In this version, we take the same type of plot, it is in the future and we start out on this cluster of 'sky cities' which are on a jovian style planet, basically large floating platforms controlled by some form of generic opressive government. Spaceships, lasers, and lots of futuristic stuff in the spirit of dead space happen, and you along with a team of peoples are some sort of underground movement to try and goldeneye your way to stopping this opression. So, you can split screen, as well as normal play. The game starts out much like mirrors edge, except you get a slew of new tools so you can actually fight back, and play minigames to solve puzzles and so forth. Combat was much improved, and you actually had to fight back at times since some aliens were present that would and will kill you.
So, from what I remember, you run around in the lower part of this skyblock, parkouring your way down concrete and metal corridors, hitting switches, collecting guns and upgrading your wrist utilties. It wasn't just about running around, as you did have to focuse on espionage a lot, so it was more like goldeneye.
However, at some point in the game, you have to infilitrate this guarded base and steal a computer chip from the core, and fight parkour bosses (large moving machines, basically) and real bosses (shadows of the empire style). The blending and timing of doing both was really well done, it was quite fun to play. But, when you grab that chip, the plot twists, and this race of large mutant cool looking bug-monster aliens comes down and starts to kill the opressors.
Here's where it went different, like Crysis, the aliens can destroy the level realtime as they try and shove their spiked appendage through your chest (like isaac). So, as you are trying to escape, this bug monster comes storming through the hallway, rippinag appart the people and walls, to which the game automatically calculates new routes to follow for your parkour escape. And it's not scripted, as you can go different ways and the bug fllows YOU because it wants that chip! Which makes it all sorts of difficult if you double back on yourself.
Graphics were PS3 quality, of course, and the gameplay was pretty intense at times. More importantly, it felt like a perfectly balanced logical extension to the Mirror's Edge series.



Of great importance, is I am developing apps for the iPhone.

See ya'll new years!