Pulsedrive will be a single-player experience of high speed.You will be able to choose between three different ships, which are accelerated by the pulse of music. Because the music becomes faster and faster it will be more and more difficult to steer your ship through the courses. The longer you are able to control your ship without crashing into the wall the higher will be your score. Your ship is limited in stability. Passing gates activate a multiplicator for points, which is increased when you pass gates one after the other.
The second “enviroment for Pulsedrive Alpha”-news is about is about the skydome. It is not just a simple half-sphere but a frame with emitting fields and a big rotating ring containing a sunspot.
Posted by unrealer2 on Nov 30th, 2011
Pulsedrive shall be a dynamic and colorful experience. Therefore we decided to use a day-night-cycle with completely changing atmosphere for our first environment.
Core idea is a big skydome consisting of fields embedded in a metal frame. This fields are lamps which can be adjusted in dependency of the current daytime. In addtion, there is a big rotating ring with a single bright sunspot which illuminates the whole enviroment.
[w]tech is the perfect choice for a idea like that, because dynamic lighting is one of the key features of our engine. In the later game will be sun-shadows and godrays, so there is much graphical potential left. Here is rough concept of our implementation:
The skyring and the skydome are two spererated meshes. We use scripting to rotate the skyring and attach a point light to simulate the sunlight coming out of the spot. For illuminating the whole environment with sunlight we use a directional light, which rotation depends on the rotation of the skyring. All this is scripted inside [w]tech, no changes to the engine-source were needed.
Here's a wallpaper which shows day-, night- and sunset-atmosphere:
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