I like how colourful this game is making my blog look! We’ve had the ability to add post-processing effects to our game easily for a couple of weeks now, but have only just considered what to do with that. Inspired by some of the effect from rendering fur over the weekend, I created some examples of a brushstroke shader in effect the game. It’s good having a colourful 3D environment to play with like this.
Continue reading »
Full Screen Effects
July 15th, 2009
Dare Week 4 – and another Progress Video.
July 9th, 2009
Here’s the second Pollen progress video, recorded towards the end of week 4 (so around a week ago). Although it doesn’t reflect the state the game is in now
(more assets, better controls, better motions and animations for each bee type) it’s a huge jump from the first video we shared. It shows a basic walkthrough of our level, and how the different bees can be used. Since then, the level has been tweaked (ie made less brutal), we’ve added a tutorial, the tunnel section looks less like it “is from the movie Saw” (Ian’s description) and we’ve started work on our scary boss battle.
Obviously the game is still far from finished, so we’ve got a lot of room to change and adjust it. If you have any feedback or suggestions, we’d love to hear them.
Dare Week 2
June 20th, 2009
So, it’s been 2 weeks since Dare to be Digital started and I’ve failed to write anything about it so far, so here’s an update.
Progress
The first two weeks of the competition have gone fairly smoothly. We’ve had problems with exporting models and animations and with collision responses, but no major issues that we haven’t worked past. So far we have the abilities for each of our bee types in place and working in our blocked out level. We’ve designed and redesigned the obstacles involved in the game and we’re happy with the basic progression of these so far, but obviously we’ll continue to change and refine them until we have a complete demo.
XNA, C# and Visual Studio
XNA is working very well for us, and we’re making far more progress than we expected. Compared to the OGRE engine which we worked with on our last project XNA has a lot of similarities – it’s very flexible and allows the developer to decide the extent to which they rely on built in functionality. However, XNA does have an advantage in terms of the amount of features available without relying on third party libraries and although content loading hasn’t been entirely painless, the design of XNA’s content pipeline is really nice.
We’re using our own systems for basic physics and collision detection, so the only external functionality we’re making use of is XNAnimation for skeletal animation and EasyConfig for config file loading. Both of these integrated incredibly easily with XNA and are working very well for us. While early on we did consider using IronPython for scripting support, simply loading values from config files is providing more than enough flexibility for us so far, and the format we’re working with has far less overhead than creating XML files.
Although none of the team had much C# experience before the start of Dare, it didn’t take long to get used to it. Obviously we don’t yet have the same level of understanding of the language as we did with C++, but for most functionality the two are similar enough that it isn’t an issue. The fact that Visual Studio 2008 practically writes the code for us is also helpful here…
Websites and all that
We’ve got some concept art and renders up on our page on the Dare website, where you can also check out the games other teams are working on. We also have a twitter feed, though mostly we just share pictures of bees.

