Aug 072011
 

A Pile of Books

Our documentation would fill at least two of these.


We have uploaded a new version of the Physgame API Documentation. We have converted the complete pugixml manual to correctly reference items in our API. The look and feel was changed to more closely match the webpage. Please let us know if you have any questions or concerns about the new version of the documentation.

Vaguely Playable

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Jun 172011
 
Vaguely Playable

We have made a great deal of incremental progress and started plans for some bigger changes. John is busy in Canada building up the User Interface System to be more robust, easier to use and have a more complete set of widgets. Gary and Nastasja have created enough art and 3d models to complete four [...]

Oct 062010
 
25,000 Lines, Art a Game Plan and a Whale

Still more steady progress to be made this update. The artist are getting close to having the levels we need for our steam submission. Progress on the code just keeps coming. Every has done their own piece. Dave and Gary have each assembled the 3d parts for several levels. John has coded a large number [...]

Jul 262010
 
Mac Port and Multimedia

Tons of progress this week. Too much to detail everything that everyone did. But I think I can mention everyone at least Once. This weeks shining moment of success seems to be having a working copy of the game in Mac OS X. We also have some solid progress on our level for “Catch!”. John [...]

Katamari of People

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Jul 192010
 
Katamari of People

Progress was slightly interrupted this week. Despite this we have more functional code, and more hands helping. Any time is good when you get past a few major problems problems, and have more people to share the good times with. Some new additions to the team include Ducky, Dave C, Nick J, Joe H, and [...]

O Canada

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Jul 122010
 
O Canada

These past two weeks we have made some progress, gained some tools and lost some people. Well we only slightly lost some people. As I write this John is sitting in Saskatoon, Canada Norther Dakota. He plans on seeing through his role in game development despite this. We also picked up a Macbook to start [...]

OGDA Demo

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Jun 202010
 
OGDA Demo

Sqeaky awoke Monday to an email from Dave, the organizer of the Omaha Game Developers Association. He asked us to present what we had… which was a robot falling onto another robot… Not acceptable. Despite this we knew we had an engine with lots of great features and nothing visually to show for it. All [...]

Jun 142010
 
Math, Rays and Lines of code

We have made some pretty solid progress this last week on The Physgame Engine. John fixed a couple bugs while Sqeaky and Kirk laid down some new functionality. We got some simple work done that didn’t seem momentous until we stepped back and took a fresh look. John fixed a bug that was interfering with [...]