Showing posts with label contrecoup. Show all posts
Showing posts with label contrecoup. Show all posts

Tuesday, August 26, 2008

Hard Drive Update

Well, I've run a few diagnostic programs and I now know what data can be saved (the important stuff, it turns out), and what sector to stop at. I've got a new 250GB drive on the way, so when that arrives I'll see if I can't use some ghosting utility to copy the first 60% of the failed drive over to the new one, copy the data from the new one over to my backup, and then backup to the new drive.
I'm holding off on Contrecoup for the moment because I don't have 3d glasses yet and I'm still working out how I want to do the collision reaction (kill the player, randomly spin the player, push the player away, etc).
Meanwhile, I still haven't done any work on Purity, but I might do a little of that in the next couple of weeks.
Right now I'm getting ready to prototype a boss fight for another game and maybe work some on the code for the O.D.d.S.A.C.k.S. More data on that game when I release in ten years or so.
The other thing I'm doing is honing my programming skillz on Project Euler. I've finished 5 of the problems and right now my computer is around prime number 1.5 million for another. Maybe I'll go back later and figure out how to solve that one in 1 minutes instead of a few hours.

What you should take away from this, dear internet void, is that I'm still working on making video games and I might even finish one some day.

Wednesday, August 20, 2008

Gamma 3d; Game: Countrecoup

No progress on the hard drive, but I am working on a game. A few days after the announcement of Gamma 3d, I cam up with an idea for a game and then refined it a little after someone came up with idea of using stereoscopy for multiplayer.
The game is a racing game about getting to the hospital in the one second or so between the coup and the contrecoup from getting hit on the head. The coup damages the bits of the brain that deal with processing signals from the eyes so that at any given time only one eye functions correctly. Each time you run into something, the correct eye fails and the other becomes correct. In order to see properly, the player must close one eye or the other.
Screenshots of the game so far follow.







The controls are currently purely keyboard based, but hopefully it won't be too hard to find information on adapting them for the 360 controller.