Friday, January 29, 2010

World Select Screen

Started world select screen.

The video below shows the scrolling interface for selecting the "Polaroid" for each world. The graphics are obviously not yet complete. Each polaroid will star Gozak in an interesting situation in the theme of the world. On the iPhone you can swipe your finger left and right to scroll through the polaroids, or drag slowly to snap through them one by one.

No graphics for GUI are final yet, including the logo. The Gozak logo seems a bit too serious for the theme of the game.

"Wish you were here!"



Thursday, January 28, 2010

Oh no, iPad!

Okay so with the release of the iPad I realize that to really get Gozak out there into the real world the way I would like, I have to speed things up a little.

My goal was originally to release Gozak Uses His Head for iPhone first, and then move towards re-releasing it for the Wii. This has changed a little with the announcement of the iPad.

It would be very nice to have at least a Gozak demo ready at or around the launch of the iPad. With that I will have to double my efforts to turn Gozak into a complete game as soon as possible.

I would also like to get my hands on an iPad ASAP to determine exactly what I can do as far as iPad enhancements to the game. Clearly I will have to rework the UI stuff.

Wednesday, January 27, 2010

Particle Expansion

The particle system has been extended and integrated with the scene manager. Objects can now start particle animations as part of their object, manage them and then abandon them if necessary. The object passes it's particle emitters to the scene and the scene completes the particle simulation before deleting the emitter from the scene.



Tuesday, January 19, 2010

New Particle Effects

Upgraded particle effects to support better rotation, fade and now scale.

The result makes for much better looking smoke effects on the cannon:




And here is a test with a negative particle direction. The effect is that particles get "sucked in" to the ejection point.

Cannon

The first enemy in Gozak appears! Behold! It's...

A cannon? Why is it firing peas?


Sunday, January 17, 2010

Gozak Editor

Just in case anybody was wondering what editing a level in Gozak looks like, it looks like this:


Editing is quite simply done in 3d Studio Max and levels are exported using a custom exporter tool. Object references are made with names, and details about each object are stored in the Custom Properties section for each object.

In time I would like to release the exporter for public use and allow user levels to be downloaded directly within the Gozak game.

Acorns!

Acorns are now pickups!


Thursday, January 14, 2010

Two new little features..

Gozak hits his head on stuff a lot. So you can feel his pain he now emits stars when colliding with objects with enough force. This is coupled with new pain sounds.





Secret zones now reveal themselves when Gozak gets close. I have no idea what happened to the encoding of the video when it was uploaded.


Tuesday, January 12, 2010

Native Pea!

Just a quick update showing the pea/cabbage or whatever it is in it's native viney habitat.



Thursday, January 7, 2010

Particles

I had put the particle engine on hold a while back. I decided to re-implement it today and added some flare to the grass particles.

Gozak kicks up grass when he's moving fast enough or hits a grassy object hard.


Parallax Texturing

During the XMas break I managed to implement parallax texturing. I had already written parallax backdrop support but now I can pop any shape of object in the background or foreground of the scene and the object is rendered in place but the texture is rendered in a way that gives a parallax effect