Tag Archives: planning

Drawing Plans

Long time no blog, high time for an update!

First off, here’s the trailer I made a while back, it conveys a lot about the current state of the game: Volo Trailer. (You’ll have to forgive me for not embedding the video, wordpress won’t let me for some reason.)

Yeah, that's totally Bispen!

The first proper Volo Airsport trailer! Click the image to see it.

I did an experiment with Unity’s cloth physics, of which you can get some impressions here: Cloth Physics.

Look! Wouldn't that be just the best thing since... since blocky wings?

Using cloth this way would likely result in a unified approach for modeling all ram-air surfaces in the game, in a way that its easy enough for players to design & tweak the shape of their own canopies and suits using an in-game editor. How cool would it be to try and make that Vampire3 fly faster? Mind-blowingly cool, that’s how. Unfortunately it turns out Unity won’t let you read vertices back from the deformed wing mesh, so there’s no way of analyzing a cloth wing for its aerodynamic properties. Not yet anyway, I have good hopes that this feature will become accessible at some point in the future. In the mean time I’ll have to think of something else, so back to the drawing board!

As for the grand scale of things, I’m looking into setting up my own business so I can continue work on the game. Next to working on the game I will spend considerable time doing freelance game programming to build up some funds. I will also be setting up a little online store where you can buy early access to Volo, and some Unity scripts that people have expressed interest in such as scalable input and GUI systems.

That’s it for now. 🙂