Lots of excitement last week with E3, here is what we did between watching new game trailers:
Many bugs were killed last week. R.I.P. bugs. I spent a good amount of time working on the kart physics with Dave. Ray casting is also back. Ray casting allows the developer to shoot a line out into the world and see what it hits. This was needed to detect what surface the kart was driving on (ice, grass, dirt, etc). It is now working with the threaded physics thanks to a concept called futures that the prince of code told me about a few weeks ago. Good stuff!
This week I plan to get the rest of the weapons (puncher, twister, ice cube, and sea mine) working again in the new networking system and hopefully get around to finishing up some polish on the LUVBot. Other than that, we need to do a lot of testing (hopefully some small play tests too, yay fun stuff!!).
Last week I spent a long time testing Zero Gear vehicle model and making improvements where I could. I did a bunch of laps around some of our maps and tried to tweak the collision shape and suspension settings of the physical vehicle model in order to improve stability and cut down on some unwanted behaviors. I also worked with Brian some to put in a few little tweaks and tricks to the physics model.
This week I plan on doing a few things here and there to make sure we have everything ticked off the checklist for the next Zero Gear beta, and also work up some graphics for our next iPhone game.
Last week I was preparing for WWDC, which I’m enjoying right now! I updated some of our product descriptions across iTunes and the NimbleStore and captured and added some gameplay videos. The wait continues for both the Scoops and Bluebird updates to be approved. Last week I also started prototyping a new iPhone game, but that has been postponed while I am out of town.
