Volo - Towards Alpha 1

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Uploaded by on Dec 9, 2010

I'm working hard to get the first release out to you guys before the year ends, and here's some footage so show what's going on. These are two unedited flights taken straight from the editor. The first is me getting a feel for the latest tweaks, the second is definitely more interesting!

First off, I went a few weeks back in time to before I started subdividing the body into even more parts and changed the aerodynamics model. This is because the complexity of that system is just *way* too large for me to handle right now. I need to fit all of it in my head to comfortably tweak the feel and performance, and that just wasn't happening. So, that will happen later, I guess. :)

Choosing to go with the slightly older physics model has proven an excellent choice so far. Instead of concentrating on making things work, I can concentrate on making things work *well*. I'm now able to think in terms of playability and smoothness rather than bugs and oh-god-this-thing-will-never-fly.

80% of my time is spent tweaking the controls and physics, and the game feels better every day because of it. I'm still not completely satisfied, but I think it's pretty darn playable as of now. The other 20% is spent prettying up the terrain, trying to improve performance of the terrain rendering, preparing a basic menu system, and cleaning up the code.

That's it so far! Let me know what you think.

Music courtesy of Noisia, which is was listening to at the time of recording.

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Uploader Comments (Serialtinus)

  • I noticed an improvement as far as holding certain glide ratios for a long distance goes. For example at 1:55. And apparently long distance and high glide ratios don't result in dropping like a stone anymore. Releasing at 2:05 was a little bit harsh but has actually improved from the videos before, am I right?

    It would be very interesting to see how long you could hold a ratio of, for instance 2.0 or higher. Just in case you need a scripting break ;)

  • @Mihawkler You can hold between 2.5 and 3 for about 50 seconds now. It changes a lot with the suit characteristics and flight style. :) The harshness of those transitions is a lot less than it was, but there's still some of it there. Part is due to the player, part is because the physics lack resolution. With this many body parts there's only so much I can do, so right now it's more of an impression than a simulation. The torso especially lacks fidelity, but oh well. :)

  • This would be really great. The game looks really cool at this moment ! Can you tell me one thing: Is the Splitscreen included in the Alpha ????? With splitscreen the game would never get boring :)

  • @TheDarkCrowdAngel Yes, but I'm not quite sure it will make it into the very first version. It's one of the top priorities though. :)

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All Comments (34)

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  • what game is this

  • hey congrats on the game it looks great and i think you will prosper onn the inital release:) thank you for working on a new base game that is actualy relastic just dont make it to arca

    dish

  • this game looks awesome, i'd definitely buy it. great work :]

  • Motion blur looks amazing! Is it the same blur that comes shipped with 3 Pro?

    Btw, if it were published now, I'd buy it.

  • @Serialtinus

    Uuuuhhhhh Thanks for makin this game. I seriusly cannot wait to play this! (Y)

  • @Serialtinus Im sorry but you reeeeeeaaaallllllyyyyyy need to just let us have this game now lol

  • it´s 28 december 2010, really it comes out before the year end?

  • @Serialtinus

    Splittscreen in the Alpha would be really awesome. Thanks for Devoleping this game

  • @Serialtinus Do you know how many people would be happy with a c+ animated parachute and this game? :D Your a great Animator, or should I say Physics-ator :D so im not trying to rush but I would really get the parachute physics out of the way, because there can always be updates on the game : D

    Have a good one!

  • @Xforceman Unity does not support Linux yet unfortunately, but I have high hopes that it will at some point in the future. Fingers crossed, I guess. :)

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