So things are moving along; a lack of updates typically means there’s nothing to talk about, but on the contrary, there’s been a lot to talk about and not much time to talk about it.
The zombie game is coming along pretty regularly. I just finished the brunt of the difficult collision detection work. It’s something I never got working right when Ricky and I were developing together, but this time it all came together beautifully. There’s still plenty to do for good collision detection - spatial partitioning and collision with entities and maybe even some GPU acceleration - but it’s work I know how to do. Art wise, Laura has been making a good main character (Mr. Flowers) model and has blocked out a lot of the main level. The blog for the game has been updating pretty regularly, though we took the weekend off.
The weekend was taken off for a side project. Basically, I wanted to try out the XNA Community Games action. So Laura and I blocked off some time to remake Penguin Push (it’s being retitled to not interfere with other games - originally Push, Push Penguin, but that’s already taken, so now I’m at a loss for clever alliteration and will have to use something else). The core programming is all finished; there’s just polish work left. There’s still a bit to do on the art side, and we’ve enlisted Ricky to do the music which will take him some time. I was hoping it would only be a weekend project, but it looks like it’s going to stretch on into the week. Still, I’m dedicated to polishing this up, making new levels/adding a couple new features, and releasing it on the 360, so expect to be able to grab it in a couple months (they have a peer review system that takes some time).
Also my car Jocelyn broke down again. Hopefully it wasn’t too damaged, but if it costs a lot to fix I’m just going to get her back and give her a proper car burial - lighting her on fire and sending her off a cliff. It looks like the Jocelyn Mark II might be a necessity in the near future.
Finally, I ordered a ton of Maya books. They’re a couple years old, so they probably cover anywhere from Maya 7 to Maya 2008 (there might’ve been one or two newer ones in there). Still, I just can’t turn down books where the cost of the book is less than the cost of shipping - I scrounged 8 books for $80. So if anyone needs some Maya reference materials, I got your back. By comparison, I found very little for Max and XSI.
Mean mean pride.