Archive for the ‘Development’ Category

New 3D Platform Game Coming Soon to iPhone!

Posted on July 23rd, 2010 in Development, TidalWare | 1 Comment »

I’d like to introduce you to something I’ve been working on for the past 8 months.

How does a brand new all-3D adventure platform game exclusive to iPhone sound?

The game is entirely physics driven, with gravity as a core gameplay element. Oh, and it’s galactic. Move between and explore planets of many shapes and sizes.

It’s ambitious, and the very first of its kind on the iPhone platform.

Here are some screenshots. Note that the art/levels are experimental (for testing stuff). Essentially, what you see here only scratches the surface of what is possible with its engine.

Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
Screenshot 6
Screenshot 7
Screenshot 8

When will it be launched? Sometime this year.

For announcements, follow TidalWare.
For technical development updates, follow danielsefton.

iPhone, Urchin & Something New

Posted on July 16th, 2010 in Development, TidalWare | No Comments »

It’s hard to believe, but TidalWare has been around for 2 years on August 30th. Not much has happened on the public front, but a lot has been going on behind the scenes. Besides writing code for 730 days, I’ve been feeling my way around the realm of indie game development. The purpose of TidalWare has been swings and roundabouts – I made some good progress with Project Utopia, but obviously it’s not sane for a startup to rely solely on such a huge project.

Last year I turned to the iPhone platform. It seemed an excellent starting point for an aspiring developer: make almost anything and distribute it worldwide for just 100$. Ogre 3D also had a very promising port in development, which was great since I had already spent a couple of years working with it. So I began to create a very basic prototype back in November.

8 months into development, and what started out as something simple has become an ambitious project. I never planned anything, so it has pretty much evolved over time. To be honest, I never thought it was even possible on the iPhone.

I took a break early June, and set myself the task of releasing something -anything- into the app store as fast as possible, provided it does what it says on the tin, with no bugs or crashes. 2 weeks later I had done just that. On the 14th day I submitted it to Apple, and by the 20th day it was in the app store. It was a great learning exercise about the process of creating an app from start to finish, using purely the iPhone SDK and Objective-C. Most importantly I got a taster of what the submission process is like.

Urchin for iPhone and iPod Touch

It’s called Urchin – the app store link is here. It might keep the kids quiet for a little while ;)

Since then I’ve returned to developing my ambitious 3D app. I’m working on it full time around the clock, making exciting progress. Be sure to follow me on my personal Twitter if you’re interested in the development side. Any announcements will be on TidalWare’s twitter.

I will be revealing some details about the project in my next post. Stay tuned!

Dev Diary 4: Shadows

Posted on December 29th, 2009 in Development | 2 Comments »

Sinbad recently added shadow support to the new Ogre terrain.

What a difference!

Project Utopia Shadows

Development Diary 3

Posted on December 10th, 2009 in Development | No Comments »

Three months since our last post, where does the time go?!

Okay, new dev diary for you. If you’ve been following us on Twitter, you’ll know that we’ve still been very busy with stuff, including, yep, Project Utopia.

By the way, we setup a Flickr page for Project Utopia if you didn’t already know.

Those screenshots look neat, huh? However, we hit a bit of a dilemma. The terrain system featured in those screenshots looks impressive, but there’s various underlying problems. Not only that, but Ogre, the 3D engine we use, has a brand new terrain system in the works. Here’s a lowdown of the advantages/disadvantages:

Current terrain:
Advantages:
- Beautiful, powerful atmospheric system.
- Feature rich including paging, splatting, normal and parallax mapping etc.
Disadvantages
- The sky with atmospheric scattering is intensive and requires a decent graphics card.
- No dynamic weather.
- Uses the old Ogre terrain system.
- Shaders are commercial.
- Support is not great.
- Slow development.
- There are still many unsolved bugs.

Ogre’s terrain:
Advantages:
- Very efficient.
- It’s just a world object, not a “scene manager”, so that allows for a huge amount of flexibility, even with the possibility of seamless indoor/outdoor support.
- Great support and rapid development.
- Alternative sky has dynamic weather.
Disadvantages:
- No atmospheric scattering, though it will support it eventually.
- Other disadvantages are down to the fact that it’s still WIP.

So what do we do? Well, basically, it “makes sense” to go with the Ogre terrain, because it’s going to be the best choice in the long term. But that means we have a lot of work to do to catch up with the graphical quality of the old environment.

Here’s where we’re at so far:

Dev Dairy 3 - New terrain

Visual Leak Detector

Posted on September 17th, 2009 in Development | No Comments »

Spent today fixing a number of memory leaks in the client.

Ran the Visual Leak Detector, and these were the results, no joke:

Visual Leak Detector

Number of the geek!

There aren’t literally that many memory leaks, it’s misleading – simply not calling delete on a new can cause dozens of leaks according to VLD. In this case the majority seem to come from Ogre’s internals, as if root hasn’t been deleted, when in fact it has. *Sigh*, that’s what you get for using an unstable version.

Development Diary 2

Posted on September 3rd, 2009 in Development | 1 Comment »

These past few weeks have consisted of re-writing the client to make it more stable and efficient. Upgrading to Ogre 1.7 has been a long haul, but it was absolutely worth the effort. It meant we could add some important features to the background loading system.

Background loading is where resources are loaded seamlessly as you play. The client connects to a HTTP server where the resources are located and downloads them to an offline cache. When you exit, the next time you play the client will use the resources from the cache unless they have changed on the server. Most MMOs use patching to update game resources – this means long waiting times before the game even loads. We will still need some form of patching for binary files and major updates, but it will take considerably less time.

We have put our game engine and distributed server architecture aside for now and have decided instead to create a standard Client-Server system. This consists of a Login Server and a World Server. Each World Server will hold an instance of the game and support a maximum of 2000 players. This is a far more realistic approach for the short term, and will give us more time to focus on gameplay and art.

Thanks to Ogre 3D and a new landscape system the graphics are looking better than ever. All it needs now is some good 3D art, made easy with our editor which I will discuss in another post.

For your viewing pleasure:

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