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.
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.
Well, I will see what I can do. Maybe, we will see...