Groboto 2.0 in the works

http://www.groboto.com

We’re not quite ready to announce release dates for the beta or final versions, but we though we’d update you on our progress.

* Mac OS X & Windows Versions
* True 3D
* Real Time Editing with Full Rendering
* Real Time Bot Editing
* New Interactive Animation Tools
* Shadow Casting & Local Lights
* Fully Editable Primitives.
* Fantastic Proprietary Texture Mapping
* And much more…

Groboto has been defined by its authors either as “an intuitive 3D art tool”, or, more modestly, as “an amazing 3D program where kids can create cool images through the exploration of math, science, and art”. However, this is a piece of sotware which defies categorizing since it touches many different fields. Its key point is that of growing both organic and inorganic- like shapes, (hence the Gro-), that emerge from the trail left by a Bot (hence the -boto). In this sense, Groboto reveals an inheritance from the Logo language as much as from the principles of Evolutionary Art. In version 1.6 (the one I bought), it was possible to tweak the organic shapes, crossbreed them, evaluate the offspring from several points of view and use the selected individuals as parents for the next generation, among many other things. Actually, it was even possible to create games based on the bots´ behaviours (I didn´t go that far, though). Although the main view Continue reading Groboto 2.0 in the works

Dogma05: Experimental Gameplay

http://www.experimentalgameplay.com/

Our philosophy that complexity is not necessary for fun, and that it is possible to have fun even with basic primitives given a compelling interaction and goal.

Born by the initiative of four students at the Carnegie Melon University, Experimental Gameplay is as much a project as a manifesto by which the participants commit themselves to make games under three constraints: one person, one week, one topic, an attitude which parallels that of the Dogma 95 filmmaker movement.

In a situation where mainstream videogame developing is quickly moving towards the same practices of film industry, with evergrowing companies and games which aspire to comprise as many different experiences as possible, it seems a paradox that some young creators want to refine their skills by putting boundaries to their work. However, there are in fact many benefits in doing so: a seven day deadline underlines the need for accuracy and self criticism, both in analyzing the problem and giving solutions to it; that the work must be all done by oneself forces to face all the elements of game creation, which will result in a better understanding of the teammates in bigger productions; and limiting the subject focuses the problem, thus stimulating creativity and putting the technical and craftmanship skills to a test. Moreover, an emphasys is made in that the main goal is not to show off those skills, to output “tech toys”, but to make playable games: wise words! Continue reading Dogma05: Experimental Gameplay

Let´s make a mini-me! now, in 3-D

http://www.haptek.com/products/peopleputty/tour/

People Putty is a tool (and also, a toy!) that allows you to make your very own interactive 3-D character, then use it to play dress up or act as a tour guide for your own web page.

Sounds too good to be true, right? Well, in fact it´s true and, even more, it´s fairly easy to accomplish. Right after you start People Putty (try to read the funny descriptions while loading), you face… no, well, actually a 3D character faces you, a nice girl who quietly stares at you while behaving in a very realistic manner. (actually only the face is represented, though it is possible to get full bodied characters from the company) . This is already quite impressive, but it´s only the tip of the iceberg. The interface to the program is self explanatory, intuitive and very well documented, comprising all the stages which take part in the creation of a character in a single row, from top to bottom: skin, shapes, emotions, accesories and theatre. Continue reading Let´s make a mini-me! now, in 3-D

Keep on movin´, it sounds good

http://www.sodaplay.com/constructor/betasound/index.htm/

the betasound version of sodaconstructor is an extension to the current sodaconstructor beta version, including all new functionality like fixed bar springs, variable model area etc. In addition it offers a new sound feature, enabling hi-fi stereo sound generation in realtime response to model motion.

Soda constructor has been out there for quite a long time (more than I can remember; the first models in their records point to October, 2000). For those who may not know what it is about, the constructor is a java simulator where you can create 2D models made of masses and springs, whose movement you can control by means of a simple interface. Over the years there has been a constant flux of new, amazing machines and critters, with initiatives like sodarace preventing the project from coming to a standstill. The latest of these refreshing ideas, betasound, improves the sound capabilities of the system up to hi- fi levels, by means of two different sound generators which act like choirs, each of their voices associated to an element of the model: “each spring and node of a model has its own voice”. Besides the classic controls, there are some new sliders that can be used to tweak certain parameters in the generators, and are intuitive enough to play with without bothering about the technical details. The whole is still too constrained, since one of the generators uses sine waves, while the other uses “more complex waveforms” (which isn´t saying much, since sine waves are the simplest ones). However, even with these limitations the results are already very interesting and highly promising. It´s amazing to perceive the organic correspondence in between a model´s behaviour and the sounds it produces, which are sometimes cloudy, sometimes percussive, and at least as interesting as the models themselves. Installing the simulator is really simple, and whether you are interested in sound or cOol ideas, it really worths to check it out.

Glest 2.0-rc1 released

http://www.glest.org/

At last, Glest 2.0-rc1 has been released. The version is not the complete 2.0 though, some icons are missing and some animations will be improved; However it includes most of the features that will be present in the final version.

– New Magic units:

– Tower of Souls: Air defense building, attacks air only
– Golem: Defensive unit, needs EP to walk, can’t attack air
– Daemon giant: Heavy melee unit
– Drake rider: Light ranged unit

– New Tech units:

– Aerodrome: Building for producing air units
– Air ballista: Air defense building, attacks air only
– Horseman: Fast medium unit
– Ornithopter: Light air unit
– Airship: Heavy air unit, can’t attack air

– New Magic upgrades
– New Tech upgrades
– New animations for existing units
– Loads of balance changes

New units really change the way factions are played. The Magic faction now has a new defensive unit, the Golem, that makes them stronger at the early stages of the game. The Tech faction now has air units, but should be less powerful because both factions have new anti air defenses too, which make towns very difficult to attack with air units only.

To play this version, download the data and win32 binary packages from sourceforge. Linux users can still use 1.2.1 source code with 2.0-rc1 data.

Glest 1.2.1 released

http://www.glest.org/

New features in this version are:
– New tileset objects
– AI now expands its base
– 2 new maps: “in the forest” and “island siege”
– Improved existing maps
– Pathfinding optimizations
– Fixed issues in windowed mode
– Balance changes
– Enemy projectiles are visible when being attacked outside the sight range
– Fixed crash when trying to build a unit without be_built skill

Glest 1.1.0 released

http://www.glest.org/

This version merges the previously available data (rc7) and binaries (rc5) in a single installation package, which replaces the former version in the downloads section; it also features maps adapted to the new tilesets. Moreover, Zanni made a big effort to update the whole web site so that it could benefit of the CSS technology, and we made a presentation of Glest at the Mundos Digitales festival, as we were finalists of the videogames workshop.

A Parallel Universe: Noctis

http://anywherebb.com/noctis.html

For most people, the thought of going into space and exploring such sights is an impossible dream. But no longer; Noctis allows you to do just that.

Warning(1): if you only like games with luscious graphics, surround sound and the like, this game is not for you.

Noctis is a space exploration game which relies much more on your imagination than on your computer’s graphics card. This fact, and also that the controls are difficult to understand in the beginning, will discourage many from trying it. However, those adventurous people who aren’t afraid to put something of their own in the game will embark on an amazing journey into the realms of the unknown. There’s a peculiar sensation which accompanies the traveller when finding a planet to which no one has ever been before, releasing the pod and landing, to be finally confronted with a surreal landscape of vivid, silent colors, spattered with odd trees and animals; when walking along the shores of vast seas, along the walls of vast ruins; when drifting among endless words of endless stars…

I personally don’t mind that this game looks as though it is from another era. It is, literally, another universe. And even though I wish there was some investor out there that could help it develop to its full potential, and I dream on how a crossbreed between Noctis and Mojoworld or Bryce would look like, I just love it the way it is.

Warning(2): if you plan on trying the game, be sure to update your imagination’s drivers 😉

Related Article: Create your own world: aiplanet

Related Article: Aiplanet: back on air

Glest 1.1.0-rc7 – Tools 1.3.2 released

www.glest.org

This includes G3Dv4 with packed structures, so it has broken previous G3Dv4 models. Affects Glest, G3D viewer and G3D exporter.

It seems that things are moving really fast these last days; there’s now serious work being done regarding the Blender plugin.