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harrysjoerd

Member Since 09 May 2013
Offline Last Active Jun 27 2013 06:01 AM
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Topics I've Started

Leap Motion specific gameplay

17 June 2013 - 02:35 PM

Me and some friends have been working on our first game Caromble! for the last couple of years on each Friday. 

We have now also implemented the Leap Motion as a possible interface, here you can see it in action.  

Using the Leap Makes it possible to add Leap specific features to the game, besides the ones shown in the video.

 

Would it be interesting to provide different versions of the game. One focussed on the Leap with added features and levels, or would that be overkill and should it just be seen as an extra interface besides mouse and keyboard?

 

 

We are currently on Steam Greenlight and hope that it will work out. Another option is to distribute it through the Leap store: Airspace. However, we don't want Caromble! to solely been seen as a Leap Motion game, so would that be smart?

What do you think? 


Does Leap Motion add to the gaming experience?

17 June 2013 - 02:29 PM

The five of us are part-time indie-game developers and have been working on our first game Caromble! for the last couple of years on each Friday. 

We have now also implemented the Leap Motion as a possible interface, here you can see it in action.  Do you think the Leap Motion makes the game more interesting? 

Would you prefer playing it with keyboard, mouse or leap? I myself found it more fun using the leap, but I wonder whether that is just caused by the newness of the device. 

We are on Steam Greenlight and hope that it will work out. Another option is to distribute it through the Leap store: Airspace. However, we don't want Caromble! to solely been seen as a Leap Motion game, so would it be smart? Questions, so many questions.

What do you think? 


Real time physics in Caromble!

10 May 2013 - 02:35 AM

We are five guys that have worked as part-time indies on our upcoming Breakout/Pinball spin-off for the past couple of years.
We are using the java port of Bullet: JBullet for the game, and we just wrote a blog post about using physics in game development. Especially on the topic of intervening in your physics simulation for the sake of gameplay. You can read it here
Did other game developers here find it challenging to find the balance between using physics and intervention? 
Of course we are also eager to hear your opinion about our game. We'll try and update the blog weekly.
Feel free to follow us on twitter or on Steam Greenlight


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