Game Development Community

Plan for David Blake

by David Montgomery-Blake · 03/26/2004 (9:51 am) · 0 comments

I have been working pretty steadily on Die Happy, editing Cache Minds, and assistant directing Black Comedy, but I have managed to squeak some time into development (and sleep).

Die Happy progress:
We have three scenes yet to film, but they are short blurbs and should go quickly. I'm meeting with actors tomorrow to film two of them. I need to schedule my other two actors around Black Comedy and Something's Afoot to do the third scene. Then I get relegated to the editing bay to turn it into a short movie or something resembling a short.

Onslaught progress:
I have been playing more with the control and the camera code. The camera is working nicely (well, for rough purposes right now). I removed the side-scrolling elements from the design flow since they required a control change that was unintuitive. So I'll be redesigning the side-scrolling areas using a top-down design mentality. This way, I can switch between top-down and rail-shooter segments without forcing the player into an obtuse control change ala Megaman X7.

Once I have the opening levels tweaked, I'll be working on the art diary and creating content.

I'm strongly looking at the Novodex physics engine, but since I'm planning to have OSX and Linux releases as well as a Windows release, I don't know how feasible it is. I may just end up incorporating ODE. After all, I don't need an insane amount of physics for my game. In fact, I don't *NEED* any more than the basics that are included...but it would be fun to watch boxes tumble and body parts fly as you're blasting through a level Smash TV style...

About the author

Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.