About this blog
Here you will find information about the development of Ya2’s games.
Entries in this blog
After two months of coding and testing, we've released our second build, release 0.6. A lot of effort has been put into refactoring and increasing performances, but we mainly focused on the AI. You can find the up-to-date AI's code on GitHub. Yes, I definitely need to refactor it!
The AI code is an algorithm that computes car's action for each frame. The AI is not perfect, but the game is more fun than the past version, since it is more challenging. The algorithm is articulated, since there are a lot of cases that I have managed. I would like to look for a better solution in the future.
Moreover, we have also something new "for the players": two new cars and a new track.
Here is its trailer. You can have a less technical description of this release on our blog.
Thank you very much for reading!
Hi! After a lot of coding, we've released our first builds of Yorg! From a gameplay's point of view, we've added a lot of features: now there are two tracks, four cars and eight pilots. It is an alpha version, so we still have a lot of work to do.
Here is a screenshot:
Here is the trailer:
The game is developed in Python, shaders are coded using GLSL. We're using Panda3D. The builds are on game's page. The code of the game is on GitHub.
The part I worked on recently is the package yyagl.build, which contains the code for creating the builds. It uses Panda3D's deployment tools, and we provide Windows, OSX and Linux builds using it. Panda3D's deployment tools are easy to use, you can set up a "building environment" with few lines of code (you just need to specify application's parameters, packages requested, and so on).
If you have some feedback, please let me know! Thank you very much!
This time, we haven't waited an year to tell you about our progresses on Yorg!
We have made a very big step on our (we hope) long way with Yorg: we have implemented artificial intelligence!
At the moment, it is a very basic one: the algorithm is just a simply lookahead that checks the ground and the curve angle to set speed and direction... but we have to say it's pretty much fun to run against an AI instead than just against time!
Here are a couple of screenshots:
Check out how it works in the following video!
As usual, our project can be followed on this blog and on github, so you can check what we have done so far... as said we would really appreciate to have your feedback and also your star and watch, if possible :)
If you would like to have more frequent and far less technical news from us, I remind you our blog.
As usual, we really hope to have your feedback, so... come and visit us!
Some months have passed by, and I am here again to inform you about our progresses on Yorg...
During these months we have made a lot of things: two tracks, different cars, a better camera management, we have a basic AI and a multiplayer system in an early development phase... is scaring and exciting at the same time to say that we proceed towards a complete game!
If you are following our project here you already know how it is going "line-by-line", but now there is another way to follow us: GitHub!
We would really appreciate to have your feedback and also your star and watch, if possible... :)
If you are brave enough to have more frequent (but far less technical) news from us, I remind you our blog: http://www.ya2.it
Just to have an idea about some of the news, here are a couple of screenshots:
and a quick ingame video:
As usual, I really hope to have your feedback, so... come and visit us! Thank you! :)
I'm coming back to you after a (long) while...
As some of you may have seen, Plith is now a complete game and is giving me some satisfactions. I was so happy of this first experiment, that I decided to start with a new one - Yorg - a Panda3D racing game.
The project is going quite well, and I think that a playable demo will be available soon.
Regarding technical details, physics is managed by Bullet, while our artist chose to use blender for 3D modelling and GIMP for texturing; all the audio has been taken from Creative Common's world.
Sources are all available from the project page, while our blog (far more divulgative) is here.
Just to have an idea of what we're working on, here are a couple of screenshots:
and a quick ingame video:
I really hope to have your feedback, so... come and visit us!
Hi! I am working hard on our upcoming game! I have collected several suggestions, and have inserted them into the game. Mainly, I have done several improvements on the HUD. Moreover, a lot of bugs have been fixed.[/color]
[color=#000000]The demo is available for Windows, OSX and Linux.[/color]
[color=#000000]Now, I would like to show here our demo. [/color][color=#000000]Please let me know if there are problems, thank you! [/color]Here is the demo page[color=#000000]![/color][/font]
Hi, we are working hard on our game! We have made several progress, but we still have to do some refinements and tests. In the meantime, we would like to show you some gameplay from our game. We hope you will like it!
Hi, this is my first blog post here! We will talk about our progress here!
I would like to introduce our first game, its name is Plith, it is a puzzle game for Windows, OSX and Linux. It is being developed with Panda3D. We are in a pretty advanced phase of development, I hope to release a demo soon. We hope to finish the development in 2012 Q2.
Here are some screenshots:
The game is made of several levels, you will move some gears in order to let some (specific) other ones move - which is the objective of each level.
It is my first game and I have no experience, so I have looked for a simple game.