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Plan for Adrian Tysoe
Plan for Adrian Tysoe
| Name: | Adrian Tysoe | ![]() |
|---|---|---|
| Date Posted: | Oct 11, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Adrian Tysoe |
Blog post
New Video Card and some more Torque Stuff.
Well, I was going to go to IGC, but with my wife starting a new job and actually having some cash available to spare I bought a new Video Card instead. All I can say is WOW!!! After having a Geforce3 for 4+ years the Geforce6 made a HUGE difference. If you're a 3d artist like me and don't have a modern video card with at least shader 2.0 , you should really get one now :) My current system runs considerably faster, up to about 5x in many instances, regardless of the resolution.
Only Problem with this purchase was that I missed out on IGC, something I had some misgivings about, particularly once I watched what was going on over there. Ddaily feedback from Jeremy did nothing but wet my appetite even more.
It looks like there are going to be some changes in our plans after IGC. We have been batting around the idea of Aerial Antics 2 or an Upgrade pack for some time. And with the new art pipeline we have for torque and the positive response to what was going to be Aerial Antics reboost. Were seriously considering porting Aerial Antics over to TSE and making a go at getting it out on Xbox360.
From the start Aerial Antics was designed with Consoles and Game pads in mind, to the point that the controls with anything else, although adequate, had a pretty steep learning curve. This recently forced us to reconsider the pacing and slow it down for easy accessibility where casual gamers are concerned.
I think were about ready for taking a shot at Xbox 360 and xbox live arcade, will definitely be nice to target something faster than a pentium 2 400 with Geforce 2GTS which was our recommended minimum spec for the original Aerial Antics:). Next time we won't have to be inhibited so much graphically and can add a plethora of multiplayer gameplay modes that the game has always been screaming for.
Our other game shown for the first time at IGC was Oust, which is our new big project. Shown at an early rough preliminary stage, after quite a few teething problems with the new art path, it was good to get something playable out there.
For those that like myself didn't make it to IGC, I have a few media shots and a 11mb WMV video that shows the preliminary roughed out first level of Oust. Previously known as King of the Mountain. Once I get it more polished with new characters, a proper introduction via Snapshot is required methinks :).
Misc Scenery shots:





Work in Progress Character: Hunter/Tycoon 1662 triangles

Menu Background image:

11mb flythrough video. 11mb wmv
s93153354.onlinehome.us/Movieoust.wmv
Oh, better give a nod towards 21-6 and Orbz, since we plopped a couple of their boosters as standins for our accelerator objects.
Only Problem with this purchase was that I missed out on IGC, something I had some misgivings about, particularly once I watched what was going on over there. Ddaily feedback from Jeremy did nothing but wet my appetite even more.
It looks like there are going to be some changes in our plans after IGC. We have been batting around the idea of Aerial Antics 2 or an Upgrade pack for some time. And with the new art pipeline we have for torque and the positive response to what was going to be Aerial Antics reboost. Were seriously considering porting Aerial Antics over to TSE and making a go at getting it out on Xbox360.
From the start Aerial Antics was designed with Consoles and Game pads in mind, to the point that the controls with anything else, although adequate, had a pretty steep learning curve. This recently forced us to reconsider the pacing and slow it down for easy accessibility where casual gamers are concerned.
I think were about ready for taking a shot at Xbox 360 and xbox live arcade, will definitely be nice to target something faster than a pentium 2 400 with Geforce 2GTS which was our recommended minimum spec for the original Aerial Antics:). Next time we won't have to be inhibited so much graphically and can add a plethora of multiplayer gameplay modes that the game has always been screaming for.
Our other game shown for the first time at IGC was Oust, which is our new big project. Shown at an early rough preliminary stage, after quite a few teething problems with the new art path, it was good to get something playable out there.
For those that like myself didn't make it to IGC, I have a few media shots and a 11mb WMV video that shows the preliminary roughed out first level of Oust. Previously known as King of the Mountain. Once I get it more polished with new characters, a proper introduction via Snapshot is required methinks :).
Misc Scenery shots:





Work in Progress Character: Hunter/Tycoon 1662 triangles

Menu Background image:

11mb flythrough video. 11mb wmv
s93153354.onlinehome.us/Movieoust.wmv
Oh, better give a nod towards 21-6 and Orbz, since we plopped a couple of their boosters as standins for our accelerator objects.
Recent Blog Posts
| List: | 04/18/06 - FMC full metal conflict playable demo 11/02/05 - Plan for Adrian Tysoe 10/11/05 - Plan for Adrian Tysoe 08/24/05 - Plan for Adrian Tysoe 12/23/04 - Plan for Adrian Tysoe 07/24/04 - Plan for Adrian Tysoe 09/26/03 - Plan for Adrian Tysoe |
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Submit your own resources!| Vashner (Oct 11, 2005 at 18:40 GMT) |
| Andrew Nicholson (Oct 11, 2005 at 18:56 GMT) |
| Jeremy Alessi (Oct 11, 2005 at 23:18 GMT) |
| Ben Garney (Oct 12, 2005 at 04:40 GMT) |
| Jeremy Alessi (Oct 12, 2005 at 04:55 GMT) |
| James Laker (BurNinG) (Oct 12, 2005 at 06:00 GMT) |
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