My son has ported his Awesome Name Generator Android app to iPhone and iPad and released it onto the iTunes Store.
Been back to the core engine for a few the last few months on and off.
The games tutorial engine that can be used to multimedia enable Twine stories is now feature complete.
Slowly working towards a Kickstarter project with one story author to publish their game.
At the same time thinking of Kickstarting the Tutorial engine as a separate spin off. The aim being to fund it to get developed to the level of a stand alone tool as well as a port to Unity.
As for Hex the game, I’m working on the world physics.
In the last few months I have managed to get working.
- Navigation throughout the world. (Mouse, keyboard and game controller).
- Basic Gas physics (with thermodynamics).
In the below demo I scroll around a bit while I simulate a 100kg ball of 100K degree ideal gas being released in the vacuum of space which then expands until it reaches pressure equilibrium with a cohesive force holding the gas together.
The colors I use don’t represent the relative temperature, more how temperature is changing over time.
I’m using a cellular automata send force messages between hexagons.
Red = heating, Blue = cooling, and Green = stable.
So the core is blue, because it is very hot and losing heat :)
You will see it eventually turn green as it stabilises. What happens before that is rather hypnotic, particularly just before equilibrium where solitons seem to form.
Working on performance and basic data flow at the moment (because getting the data flow correct is really important).
Happy so far. The physics is running hundreds of times faster than I need.
Next steps are to tidy up some of the navigation and simulate a form of gravity. Thinking of extending the cellular automata approach to allow messages passed between the cells to converge towards a curvature of space.