Pompi Pompi Entertainment is a one man indie company.
Ofer is doing all the art work and programming, although the music and sound assets are outsourced.
Thank you! :)
Yea those are programmer animations :P
Thanks, I appreciate that. :)
Currently there is only the flea behavior implemented.
I do intend to add more of a group behavior.
Maybe I should make a new video after I have implemented it.
lol, passive aggresive FTW.
The game is a dragon flight simulation.
You play as the rider of a dragon.
Most of the game revolves around air combat with dragons.
I actually didn't think of the story yet but I plan on having one with a few campaign levels. That's about it. :)
Dragon Strike :P
Congratulation! Good job!
Wow... looks amazing!
Is there no DEMO I can download without logging in to Desura?
Yea, it's the kind of animation that only programmers can make and won't make into an AAA game XD.
I am hoping the first Google Play version will be available in a month? Not sure. I want to finish this pretty quick.
Just blue guy vs red guy. :)
As it's going to be on a mobile you will only play against the AI, (unless I add multiplayer, which is not likely for this kind of game).
Ooops yea, the gliding occurs when he walks backwards, right?
Or does it also happen when he walks forward?
Anyway, I will fix the gliding.
It's free on google play :)
Artwork look simple but awesome! Keep up the good work.
So does the smoke look ok? Or should I improve it? Do you have any tips on how to make good looking smoke?
The bullet speed is 250m/s. It's a bit slow.
I read on wikipedia that a hand gun bullet is about 300m/s
There might also be a small delay until you see the smoke because the smoke rise slowly. So it looks as if it takes time for the bullet to hit the wall.
The issue with having faster bullets is that they are too fast to render or see. Unless I do something fancy.
Well anyway, this should be tested... I can make the bullet speed being a parameter in a configuration file. :)
lol trolling much? Looking forward to it.
A good polygon count for the models I use is about 9K or 10K for a character.
I also need baked normal maps and specular maps. And of course diffuse.
I can try out one of your models to see how it looks, though I don't promise I will use it.
Just took a look at your models, they are looking pretty good.
Maybe you can download the free sculptris from pixelogic and turn your low poly models into high poly!
That's the plan :)
Thanks buddy :)
lol, so cute.
Looks awesome! (Tracking)
Just a technical question, what FPS do you get on a phone device? Tablet?
Yes sir XD
Yea, the lack of an artist shows XD
The lots of polygon only happen when you have a DX11 compatible GPU on the PC.
There are fallbacks with fewer polygons for the PC as well.
For the Android it will automatically use the fallback.
The big issue with twin stick on a touch device is that you can only use the thumbs with them and then you can't run and shoot at the same time.
I have an idea for a few types of controls, I will try them out.
In this video I am not playing properly because I am looking on the PC screen and not on the phone.
I didn't exactly understand what you mean by the rigid bodies though? The only rigid body in respect to the ragdolls is the gun. But the ragdoll works pretty badly without the gun as well.
Yea, I didn't think the IndieDB crowd won't be interested in it.
Just that the mods of IndieDB won't publish a news post which is "educational" about the technology or whatever, instead of actual news post.
Overgrowth used to have alot more technially detailed posts in their blog, but I don't recall they were putting these deailed technial blog posts here at IndieDB.
The overgrowth weekly updates are more about the new features rather than how they made them, if I am not wrong?
Well anyway, I could do weekly updates of new features, although I am not tracking the new addtions tha well. Maybe I should make a list.
But in any case, I don't think the mods here will publish an article like the ones Wolfire used to have, where they describe the tech they are using and developing.
Short answer: I hope so.
Long answer: Low end performance isn't at my top priority right now. I use Geforce 550 Ti to run this. But it wasn't extremly cheap when I bought it. Lower end DX11 GPUs might handle it as well, I am not sure.
In addition, it is possible I will have a fallback for older GPUs that don't have DX11 features. I even had in mind having a fall back for Tablets with Tegra.
Still working on it. :P
I did read the article.
I guess you didn't fully read my reply.
How was I suppose to know where the advice starts before reading it?
All the glorifying of the designer are really unnecesseray, and look kind of stupid, to be honest.
I guess I will listen to the video because I didn't seem to understand what the post was trying to teach me.
It's inspired by Archon, but it has different units, different abilities, different strategy goals, different terrains.
The development began on PC, only after that I added Android support. So don't worry, PC will play as it ment to be.
I am not ready yet for a gameplay video, not with the new incarnation of the game. I want to present the gameplay when the sprites are ready.
It's C++ plus different replaceable modules(basically dlls).
So now I have for the(2D) graphics both an DX9 implementation and an SFML.
Someone without DX9 could use the SFML implementation and vice versa.
Hey, that's an excellent idea! Thanks!
Haha, thanks for the comment, it made me laugh.
Well the blade isn't so long, and the character is not of human proportions.
Don't you guys in Wolfire have a deal with steam that if someone pre order directly from your website, he also gets a steam "copy"?
Maybe it applies here as well.
I have made his arms longer in the 3D mesh, but still I needed to have him let go the weapon and hold it with one hand.
Though instead of a hammer, I gave him a really big morning star, if it can be called that.
Adding an additional melee attack should be heavily considered, since it can easily ruin balance or make the first melee attack useless.
There is a different type of melee attack though. The berserk potion. You can see on this video I drank one of the berserk potion, but I did it when there were no enemies around.
Moreover, part of the melee combat is also defending, and the shield has a special role in combat.
I am currently working on the first armed enemy(no more innocent unarmed "aztecs" ;) ), which will be different than the touch enemies that I have showen so far.
So there is more gameplay to explore with the current attacks and defense abilities.