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iPad: Voxel based endless psychedelic faller in 3D/60fps, with procedural terrain and music

01-15-2013, 07:28 PM
#11
Joined: May 2012
Posts: 378
Iphone please!!!!!! This looks awesome, I loved ahhhhhhh(weird app name) but it didn't have endless. My needs can now be satisfied.
01-15-2013, 07:33 PM
#12
Joined: Jun 2009
Posts: 1,500
Wow, I love the visuals! I'm not sure I've seen anything quite like them in a game before. I love the free/pay-to-unlock model too. Really excited for this!

As for the name, I think something simple like "Dyve" would be cool.

Last edited by sweetdiss; 01-15-2013 at 07:35 PM.

01-16-2013, 06:46 AM
#13
Joined: Jan 2013
Posts: 691
@agentblank: it's easy to release as an universal build, but i am afraid that iphone users are going to hate it, because the screen is just too small. But maybe i will release as ipad first and the add universal support a bit later.
01-16-2013, 07:01 AM
#14
Joined: Jan 2013
Posts: 691
@sweetdiss: Thank you so much for your kind words. I strive to be diffrent, and my approach was to remove texturing completely, because i thought it looked ugly, but also it stole system resources. When i removed texturing, i could increase the polygon-count with almost 100 %, now i can easily handle 200-300K of polys per frame/60 times a second. I love ploys, because they define the virtual space, not the textures, and it's the space that is magical. In conclusion i think it's strange that video-games is so obsessed with realism, when there is so much fun to be had!

So what you say, i take as a great compliment and a confirmation that my work hasn't been for nothing, so thank you again.
01-16-2013, 07:03 AM
#15
Joined: Jan 2013
Posts: 691
I will also say to everybody that if you are really, really interesed you can beta-test for me, but i require feedback in return. I'm especially looking for ipad minis and ipad4, as i have no access to these devices at the moment, but everybody is welcome. If you want to beta-test, drop me a private message with you UDID number, and i will get back to you. For me it's great to have some dedicated testers when i do the last tuning.
01-16-2013, 07:04 AM
#16
Actually, Voxel Run in itself is not too shabby a name. Simple and to the point.

PS: Or well, Voxel Dive or Voxel Flight.
01-16-2013, 08:36 AM
#17
Joined: Jan 2013
Posts: 691
yeah, i like the word "voxel" also, but i feel its been exploited now that minecraft has become this great success and i don't want be associated with that, but maybe i'll just drop my high brow and get on the bandwagon! I do plan on releasing a whole series, so i could use voxel as the main word, like voxel run, voxel war, voxel jump. But the word is still a bit technical and minecrafty i feel. Opinions?
01-17-2013, 11:10 AM
#18
Joined: Jul 2009
Location: Norway
Posts: 162
Looks really cool. Good job

2D game artist for hire: www.Shadow-Embryo.com
01-17-2013, 12:16 PM
#19
Name: HyperDive sounds rather good to me

Your vid is very impressive, you would have a customer with me
01-17-2013, 12:38 PM
#20
Joined: Jan 2013
Posts: 691
@dhondon: thank you, i like your work too, i just browsed your webpage a couple of days ago! i plan on making more games on this engine maybe we could work together some day?