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I recently added the ability to change the time of day and weather over the course of a round. It’s a subtle transition and over 5 minutes and gives some nice variation to the map.

I recently added the ability to change the time of day and weather over the course of a round. It’s a subtle transition and over 5 minutes and gives some nice variation to the map.

Added a bunch of minor things during the week, the best ones being lights spawned on explosions/impacts (you can see it a bit under the platform and on the cloud) and experimenting with a wider FOV. Hoping to refine the controls a bit over the weekend.

Added a bunch of minor things during the week, the best ones being lights spawned on explosions/impacts (you can see it a bit under the platform and on the cloud) and experimenting with a wider FOV. Hoping to refine the controls a bit over the weekend.

This is looking gorgeous! What are you using for modeling, and what kind of materials / lighting / camera effects are you using to make this happen?

Thanks! Models are made in 3ds Max and really there isn’t too much happening on the materials side yet, the environment and ships each have their own, shared palette. The clouds have AO baked into them, but everything else is lit in real time using (roughly) 3 point lighting plus a few extra lights I’m experimenting with in the sky. 

Divebombing!
One of the biggest changes to Brigands is the ability to divebomb enemies beneath you now. I’m hoping this balances out some of the problems that existed with the original game.
Also, I put up a devlog over at tigsource, if you’re into that sort of thing

Divebombing!

One of the biggest changes to Brigands is the ability to divebomb enemies beneath you now. I’m hoping this balances out some of the problems that existed with the original game.

Also, I put up a devlog over at tigsource, if you’re into that sort of thing

way too big of a gif for tumblr, but here’s a bit of Brigands in motion. Lots of smoke, fire, and giant clouds with baked AO!

Plugging away at the Unity remake of Brigands, spent the day modeling 3D clouds and I’m pretty confident that’s the direction I’m going to go with now (the old version used pre-rendered textures on cards.) This is all still uncolored and untextured, but it’s starting to feel right in terms of density and detail. Models are sloppier than I’d like right now tho. I also spent some time reworking the floating platforms from the original version, the center plat is basically the same but the surrounding 4 plus a new one below (not pictured) are all new.
There’s a few major gameplay changes/additions I guess I’ll talk about at some other time, but the game feels pretty fun right now, at least as much as the original was.

Plugging away at the Unity remake of Brigands, spent the day modeling 3D clouds and I’m pretty confident that’s the direction I’m going to go with now (the old version used pre-rendered textures on cards.) This is all still uncolored and untextured, but it’s starting to feel right in terms of density and detail. Models are sloppier than I’d like right now tho. I also spent some time reworking the floating platforms from the original version, the center plat is basically the same but the surrounding 4 plus a new one below (not pictured) are all new.

There’s a few major gameplay changes/additions I guess I’ll talk about at some other time, but the game feels pretty fun right now, at least as much as the original was.

I just released the first playable version of my racing game Ultrawide (formerly ‘blue’) and put together an ‘official’ site for it. Go play it, spread the word, and let me know what you think!

Looking to have a playable version of ‘Blue’ released early next week, finally. Gotta get some eyes on this thing other than mine…
Also, just realized how similar this screen looks to the one below :)

Looking to have a playable version of ‘Blue’ released early next week, finally. Gotta get some eyes on this thing other than mine…

Also, just realized how similar this screen looks to the one below :)