Game Development Community


#1
06/11/2010 (10:03 am)
wow. looking great. keep us posted.
#2
06/11/2010 (11:23 am)
Looking very good Conor - is this in Torque or C++ ?
#3
06/11/2010 (12:44 pm)
Yah man this looks very good.

What is the point? protect the bases?






#4
06/11/2010 (7:43 pm)
All script so far, no C++. the iPad is much faster than an iPhone in terms of loading and framerate.

The objective is to defend the bases. There will be tanks and choppers and bombers attacking them in the next video :-)

Here's some art to brighten up the thread:

cokane.com/temp/droneswarm_models.jpg
#5
06/12/2010 (9:59 pm)
looks nice :)

And yeah, the 1Ghz A4 in the ipad ensures that scripting becomes a non topic.
Already the non-boosted ARM8 as it is present in the 3GS with its 600mhz and larger cache (than 2nd gen devices) solves the problem in nearly all cases
#6
06/13/2010 (1:24 am)
www.youtube.com/watch?v=hnobGheYaXM

Video 2 - showing some enemies and combat. I also added an audio commentary to explain what's happening.
#7
06/13/2010 (3:09 am)
Very good Conor, makes me want to buy an iPad :)
#8
06/19/2010 (8:07 pm)
www.youtube.com/watch?v=PXvpgo_J8Xg

Week 3 - Showing some of the new features that I've implemented this week, and also a look at the iPad/iPhone development environment and how it works with the Torque engine.
#9
07/03/2010 (11:15 pm)
Video 4 - Showing experience points, special weapons and countermeasures.

www.youtube.com/watch?v=y83pQpj04Oc
#10
07/03/2010 (11:22 pm)
Conor, looking good. Not my style of game, I have to admit, but it looks good and you're doing a great job there. Keep us all posted, I want to see more.
#11
09/11/2010 (11:56 am)
Video 5

DroneSwarm Comand - iPad Development Video 5

New background art, multi-touch controls and drone upgrades are now in the game. Thanks to Edward Maurina for his multi-touch code resource!
#12
09/11/2010 (2:05 pm)
Look excellent Conor - love those 3d models! Can you pinch to zoom in/out and how big is the map?
#13
09/11/2010 (2:38 pm)
Scott - no zooming. The sprites look best at 1 to 1 resolution. The map is 1536 x 1024 so it's about 1.5 times the iPad's screen size. I wanted the player to have to pan around to be aware of the entire battle, so that enemies could sneak up on a base from an unexpected angle while you're focused on one area.