Woot!
My family’s game passed review and is now available for purchase for a mere 80 Microsoft points! Check it out today! It’s the most fun you’ll have since Katamari Damacy!
Thanks all!
Woot!
My family’s game passed review and is now available for purchase for a mere 80 Microsoft points! Check it out today! It’s the most fun you’ll have since Katamari Damacy!
Thanks all!
Lately I’ve taken a break from Caster and have been focusing my “side project” time on SmithGame. SmithGame* is a game I’m making with my kids.
*Disclaimer: It was named by my kids and I did try to talk them into a better name but to no avail.
The game was greatly inspired by Katamari Damacy <Tangent>It’s a game my entire family including my wife adores and one of three reasons I purchased a PS2… the other two being Shadow of the Colossus and the numerous PS2 demo disks that used to come in Playstation magazine… good stuff… </Tangent>
Anyway, I didn’t plan to spend tons of time on this project, but there are some things that are worth the extra time spent.
For example, I spent the past four sittings implementing procedurally generated beveled cubes.
Was it worth it? See for yourself:
Before Bevel
After Bevel
I think the amount of extra polish something like this gives the game is significant. Plus it was a lot of fun figuring out a good way to handle the corners–their triangle arrangement etc. Yes, I could have spent much less time making one in a modeling program… but that’s not as much fun so I didn’t.
It’s been a while since I’ve done much with 3D geometry and mesh manipulation and it felt really good to get back into it a bit.
Anyways, for those of you interested in looking at the very-slow-non-optimized-code-because-I-only-run-it-once-at-startup, you can download the code below (look at CustomModel):