Pied Piper, quick and stupid game demo for Ludum Dare 32 Jam

Spent couple of evenings on Pied Piper – simple game for Ludum Dare 32 Jam.
Participated first time, main goal was to finish something in short amount of time. Actually finished, with nasty multithreading glitch – I  forget, that all logic should be in additional thread. Anyway, it’s fixed in latest version. Game is really simple – press E to randomly select some track, zombie will start dancing. Randomly, some nasty dubstep track can be played and one of zombies will punish you. Main fun for me was looking to that ugly zombies, which slowly start dancing, transforming from slowly creatures to really cool dancers.

Better to see video in FullHD (fullscreen).

Game is actually good framework for testing my engine and improve editor. Before Jam I worked on importing characters and animations from mixamo.com and just completed it one day before Jam. Worked perfectly. Now editor advancing fast.

Ludum Dare Page

Download link (dropbox, ~50 MB)

DirectX 11

I added support of DirectX 11 to Glow engine, spent couple of weeks. DirectX seems much simpler and better designed than DirectX, less calls to driver. Source code now is 2x times less than DirectX 9 version. Still, DirectX 9 is supported, nothing is broken.
I added it to properly support Oculus Rift, as Oculus didn’t work properly with dx9 – some judder and glitches happened.

Screenshot of editor with DirectX 11 renderer and simple scene with 2 light sources.

Iron Cube 0.31

0.31 release for Iron Cube for Windows and Android, tank multiplayer combat in a voxel world.


Iron Cube 0.32

New features and fixes:
* 3 different levels
* 2 tanks with different characteristics
* map is displayed
* robust online gameplay for 2 players ( currently )
* tank on client is simulated locally, so no lags on a client
* game till 5 frags, enemies will respawn on the opposite side of the map
* new start UI
* startup made much faster
* damage indicator
* 3d sound
* bots are currently disabled, but will be restored soon.

New official trailer!

screen1 screen4
screen3 screen2

Screenshot of Iron Cube Editor.

I am debugging some network issues of Iron Cube, Android version. Saving of network data on client , arrived from server,  became very useful for debugging bugs. You can record gameplay on Android device and playback it on Windows machine in Editor and it helps a lot to fix defects.

There is one bug on Android version, when bullet is not disappearing from the scene. Hope to fix it soon.


Iron Cube, cinematic effects

I am reading books and articles about mobile/indie game marketing, it’s quite interesting. One of most important things for game marketing is good trailer, so I decided to add movie recording/playback to Iron Cube and Glow engine.

The task looked complicated but actually has simple solution – to record game you need just save all incoming data from server on a client. Later, in the editor, you can just load this file and emulate network communication from the server to restore original game. And it’s automatically became compressed, because I am using snapshot-based system for networking in Glow engine and only changed data is sent between server and client. For example movie below is less than 1 MB.

And this way allows many interesting options – for example you can reduce speed of playback to have “Matrix”-like slow motion!

There is no interpolation between frames, so it may look slightly laggy.

Intel Perceptual Computing Challenge, stage 2

I participated in Intel Perceptual Computing Challenge, stage 2

I improved my first prototype, which won First Prize of 1st stage. Intel SDK was improved since June, became more robust. Last time I received camera just before one day before deadline, so didn’t have enough time to properly implement gesture support.

In current demo, I added several new gestures – size of brush can be changed by “zoom” gesture (moving open hands), undo of previous operation is implemented by “circle” gesture, provided by SDK, start of “potter” mode by swipe gesture (up, down, left, right). Also API was changed from DirectX to OpenGL, lighting became more simpler (forward) to optimize rendering. Save/Load of model was added. There are many improvements with robustness and smoothness of brush movement there.

It’s became some kind of Paint editor for voxel models.