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.
Hmm, I wonder, where did you get 21, 5 stars ratings from?
And only 2 written reviews.
Not to mention only +2 on Google+ recommendation.
Don't buy reviews, seriously. People can tell... :P
Though it might not matter in the long run.
Although looks like a really nice game in any case.
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. :)
Congratulation! Good job!
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.
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 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.
Yea, heh. I thought about that too.
I don't know why but his leg kept kicking, and that made the whole mesh fly around.
Hi, I would like to use our models. However, you re brand new in this site, so I can't trust you yet. :P
Notice the level and rating.
Oh, that's a good idea.
I can do a technical\design overview of the coding side.
The thing is, I am not sure IndieDB like these kind of technical posts. Do you think I should post it here?
In any case, I have a devblog so I can post it there.
Sent you a PM with my skype. And thanks for helping me :)
Thanks. Yea, there are some issues I know off, mainly the gaps in the displaced geometry.
Some of it is just me not bothering with getting seamless textures everywhere, because with displacement you need to worry about seams in the height map.
About a year and 5 months.
I am hoping to finish it soon.
Thanks! I think the gameplay and balance is slowly improving as well!
I guess you are right. Part of it is that the two armies are suppose to be different, they are the same right now because I didn't make the other armies' sprites. But I guess I should think of how to make it clear which unit belongs to which side. Thanks.
Well, I don't understand. The curve probably make it a better beater and less likely to bend.
Also, I should note that bronze was not forged like steel but rather casted into a mold. So basically they could do "any" kind of mold and shape, the only limitation is that if the sword was too long it would bend very easily.
So there was a limitation to the size and length of the weapon they could make.
Thanks, yea I would give a try to have an artist help me with the artwork and general design.
You are probably right that my visuals lack of polish, since I am doing them myself and I am not really a prfessional artist.
There is just this small thing that bothers me that I would prefer an ugly game that I made everything, instead of a beautiful game that someone else made the art. But I guess I can settle for the latter while I am not a quite secured finanicaly and still an unknown indie developer.
I think I will get help from artists for this game, eventually. Or help with polish.
The question is if polish should be done last or first to make people interested?
Yea, I have a lot of complaints about the art(although cactus liked it).
I am considering hireing an artist to do the artwork, and maybe keep my art as alternative art.
However, the big advantage of this art is that it is very crisp. That means it's easy to see small projectiles and characters in the battle mode. This is very important for the gameplay.
I have seen games with beautiful art that make it hard to see what is going on, and it really ruins the gameplay.
How would you suggest doing the user interface? It's ment to be used without a mouse.
And my friend is not very talkative because of a bug in the chat. :P
Looking sweet! :)
Yea, the artwork is simple. And I might improve it later on. But I wish people would pay for games not based on artwork but rather based on value. I think this game might provide tons of fun gameplay. Maybe not as complex as some AAA open world RPG, but still it would be worth your money. If I pull it properly.
But maybe you are right and I shouldn't charge much or at all for this game. I would like to hear more...
The sound effects are addicting to listen to, and the music is great!
Thanks, that's really positive feedback.
Yea, there is no tutorial, so you kind of need to figure it out by yourself.
Some feedback I got is that the game plays too slow, and that it's not clear how you are suppose to walk in the game. People didn't get the tileness and holding the key down for walking. What do you think about that?
In the next alpha I will address those issues by adding an optional grid, and adding an additional speed to play(faster).
I might also add something to give feedback to the player that he is holding down the arrow key, because that seemed to confuse some people.
Again, thanks for the feedback and thank you for trying the alpha.
Looks awesome! I love the sound effects and the retro Atari like visuals. XD
This game is fun because you can finish it in a couple of minutes.
I think I finished it, I reached the big level and when I finished it I respawned in the same level.
I like that the character can hang on the ledge of a platform. Don't know if it's intentional or a bug. Also there were a few bugs, like text from test level 4 appearing in level 5. In the last level some of the robots switch back and forth in the same spot, very fast.
Overall good job, I am looking forward to your next game. :)
It's a rock. :P
Awesome trailer. :)
Woha, the space ship looks awesome!
Love the design.
12$ is almost free. :P
Thast great! :)
I have tried to fix the article. Hope its better now.
Ahh, at first there wasn't. But I thought it looked too much like a block of text. So I just put a line break after each period.
I guess I need to learn more where to put line breaks. I will try reading an article about this and improve. Thanks for the comment. :)
By the way, you can use shaders for all kind of neat effects with 2D sprites.
For instance, you can make a "2.5D" sprite.
That is, you draw a color sprite, which is like drawing a regular sprite.
Only you draw the raw colors and don't draw the shadows.
Then, you draw a height map.
That is a grey values sprite, which is the same as the sprite you have drawen, only each grey color is the height of the sprite relative to the camera. Or the bumpiness of the sprite.
You then translate this height map into a normal map, and you have a sprite that can be affected by light sources like any 3D mesh object.
However, sometimes there is no point bothering doing all these special effect, since a good spriter can make a game look fantastic without all these effects.
But just in case you find these kind of thing interesting.
Regarding sprites though, you could do something like this with sprites.
But if you don't intend the sprite to change its shading relative to the position of the light source, then there isn't a great benefit doing that with shaders.
You could just do it offline(or precalculate).
Tell me what kind of an effect you are trying to achieve with your sprites, and maybe I can figure out how to do it with shaders and if they are needed for that.
Making a post explaining shaders sounds like a great idea. Thanks :)
I don't understand what do you mean by sprites. The character and the apple you see in the screenshots are not sprites, they are 3D meshes.
The piece of code I posted is only part of the shader, its not the shader itself.
I thought maybe the code I posted is too difficult to understand.
The concept is very easy to understand if you first try to understand what the function do, making SubCel return 0.
If SubCel return 0, you still get cel shading with n+1 cels, but this time there is no smoothing on the edge of the cels.
Subcel just calculate those smoothing between cel edges.
Well, yea that man(friend) is picking up something.
The original video was shot to make something else(but also CG), though I used it for this.
I think the plan was that he will be picking up a leash for a pet cube.
But interaction with CG objects makes everything a lot more difficult.
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...
I tried to look this integrated GPU, and like most integrated intel GPU it seems to be quite low performance.
What kind of 3D games can you run on it?
It might be possible to run the game on it on a very low quality.
If only the GPU is the issue, then I could have a fall back with really minimal requirements. Probably almost no textures and very simple shading.
If the CPU is an issue as well it's going to be harder though.
I think your GPU support DX10 which is the minimum features I need.
Take a look here:
Anyway, I don't know, it might run on your laptop. We shall see. :P
Why not pay what you want?
And why $10 for 3 games? 90 percent from $4 is still very little, whatever percent you give the developer.
Sounds like another middle man platform.
Heh, don't be so sure. :P
Someone ran the game with a GeForce 8800. Not sure what was his CPU though.
I hope you would be able to at least run the fallback.
Well, my time is GMT +2(Jerusalem), so I test whle I am awake.
But apart from that, there is no schedule for testing. Most of the tiem I am coding, so alot of time I wouldn't ask you to test. When I need to test I just look who is online and try to see if he is available.
From time to time I try to test with a few people at the same time. For a death match, but that is more rare.
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.
Yea, it annoyd me as well. I have made a "fix" I think now it's not annoying but now the footsteps annoy me as well. :/
Thanks, I only did the coding though. And rigged the golem and animated him. But the Golem's model is from TurboSquid, including the texturing.
I did make an automatic fixer for the displacement map texture as seams in this texture become gaps after tessellation.
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.
I would like to do that at smoe point, yes.
Still working on it. :P
One copy please. :3
Probably one of the best indie games currently in development.
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.
Thanks both of you.
loozzer, the controls for Android were only temporery.
I am going to focus on a playable alpha version for the PC. I don't want to keep you waiting for too long. :)
What takes me the most time are the animations and sprites, most of the gameplay is already coded. But I am making progress with the animations as well.
Thank you for the support.
What's with the demonization of AAA developers? lol
Sound tracks are really intense. It's the kind of sound track you can't ignore like in most games. Not sure if it's bad or good.
Yea, it would be nice to have other people put their own art.
Thank you guys,
It's still in early development, so the visuals are not final. I could have used place holders, but I enjoy doing the sprites and it also make it more interesting to watch.
Basically I am making it so I or others will be able to replace the "graphics module", so it will be possible that the same game have different visualizations. It could be sprites, ASCII or even 3D.
But that's irrelevant for the development now.
Well, I believe Labyrinthica is not a good example for this technique's potential. Since its rendered with orthogonal projection, and thus might look like a 2D game.
The same technique can be applied in first person shooters, for instance.
However, the benefit of rendering 3D graphics with orthogonal projection(looking like diablo), is that the characters can have skinned animation. Or smooth animation.
Or for instance, you can rotate the characters as much as you like. In a prerendered 3D you would need tons of images to have a character rotate 360 degrees and also have smooth skinned animation.
Is it worth to go full 3D with orthogonal projection instead of just prerendered? Well that depends on a lot of things. But to be honest, I realized rendering 3D with perspective instead of 3D with orthogonal projection is more impressive for a lot of people. Even if you don't add any fancy shader effects.