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

01-15-2013, 07:56 AM
Joined: Jan 2013
Posts: 846
Voxel based endless psychedelic faller in 3D/60fps, with procedural terrain and music

Hello, longtime lurker here! I am an indie/amateur developer from Oslo, Norway, and ever since the ipad came out i wanted a cool flight sim for it, but to get the good fly-feeling, you need 60 frames per second for a really immersive experience, and no flight sim on the ipad can do that to my knowledge. I also like flying close to the terrain and i hate blocky textures. So i started to build one myself. That was four years ago, but i learned a lot on the way (with great thanks to the internet). Today i am ready to show the first gameplay-footage (captured from my ipad2) Hope you enjoy it, Touch Arcade (looks much better in 60 fps, but 30 fps is max on the internet alas):

Youtube link | Pop Up

Due to the extreme nature of this game (things are contiously generated on the fly), Ipad 1 is not supported. All other ipads are fine (it was developed on an ipad2), but the screen on the iphone is just too small for this kind of gameplay. Believe me, i have tried!

Any feedback is most welcome, I plan to release as soon as 6.1 is released, but i still need to do some small tuning. I also need a name for my baby. Any good ideas?

Disclaimer: I use the term "flight sim" loosely, what i mean is more the "feeling of flight" sim, but thats too long!
01-15-2013, 12:31 PM
Intriguing I must say. So what is this actually? You fly until you crash and the game is over?

I can suggest a name but I would need to know how it works exactly.

01-15-2013, 01:00 PM
Joined: Jan 2013
Posts: 846
Hi there, thank you for your interest! Basic gameplay is about flying downwards, collecting crystals and riding "wormholes" which is both a shortcut and a hazard. The terrain releases "spores" that contain genes that gets strengthened as you fly close to them. These genes are used for generating new terrain and colors which in turn generates the music (a sound is played and picked up in a sequencer when to spores collide). The game starts off pretty slow and quickly gains pace. It's a simple gameplay, but the controls are not dumbed down, so the challange is much about learning to fly and generally having fun. There also will be two online leaderboards, one for furthest travelled and the other for fastest mean vertical speed. Since it's always fun to zip past things, the game has excellent replay value (i still play a lot) I orginally made it just for myself, bit i have tested it on several different people and i think it has appeal outside the usual "flight sim"-people, mainly because it is so strange.

Regarding the name, i have been doodling around the following names:
Into the beat
Freefall fantasy
But i dont really click with any of them.
01-15-2013, 01:19 PM
So is the sounds/beat an important part of the game? Also, is this free or paid? In app purchases? Hyperdive sounds best but you need something more engaging.
01-15-2013, 01:34 PM
Joined: Apr 2011
Location: Houston, TX
Posts: 3,702
Very cool graphics! Maybe the name can play off of the word "psychedelic" or perhaps the shortened "delic".

Delic Dive

Game Center: MarinasideSteve

Last edited by slewis7; 01-15-2013 at 01:38 PM.
01-15-2013, 02:58 PM
Joined: Jan 2013
Posts: 846
@leonard: its not an important part of the game, but its a big part of the experience, even more than a normal game, because the music will gradually build up during play and changes according to the colors of the terrain (which in turn is based where the player choose to fly, as the spores (contains the terrains dna) release from the mushrooms in the terrain. Also the tempo increases with the depth. Its a bit complicated, but its not a music game. Sometimes you just want to keep going because the music is getting into a good groove. But its more about the feeling of tight controls, narrow escapes and the general joy of flying close to stuff!
01-15-2013, 03:14 PM
Joined: Jan 2013
Posts: 846
@slewis: thank you for kind words and input. I like your thinking, short is good, and it can be a bit cryptic, but it should ideally reflect both the style and the gameplay. I think of the gameplay as a cross between tiny wings and super hexagon, but in 3d. The style is definitively psychedelic as i feel normals mountains are just too 2,5d and desaturated!

It is also a quick fix with 10mb dl, less than a second startup and near instant restart. I think that is also a good selling point, but maybe hard to incorperate into a short name?
01-15-2013, 03:45 PM
Joined: Jan 2013
Posts: 21

Hi, love it!

My question is can you save/continue the "song/tune" after you crash! I mean if you make a groovy song and nice track.
Hyperdive is definitely the name!
When is the release date?

01-15-2013, 04:55 PM
Joined: Jan 2013
Posts: 846
Forgot to answer the part about price... This will be a free download, but limited to something like 2000 m, where the ground will be. If you make it that far, you like the game for sure and then you can unlock the endless part with a single 1.99 or 0.99 IAP (havent decided yet. All proceedings will go to make more games with the same engine. It is made for destructible/constructible gaming, so i have lots more ideas i want to do. But this game is strictly non-violent.
01-15-2013, 05:08 PM
Joined: Jan 2013
Posts: 846
@abbey: thank you for you enthusiasm! At the moment i feel the music works well with the game, but maybe not as a standalone product. We still need musicians thankfully! it will be possible to continue with the same genepool, but not excactly the same track, as this depend on how the spores interact. Again, this is not a music program, even though it makes music!

I want to release asap, but a little more tuning is needed and reverb doesnt work under 6.0x, so i will have to wait for 6.1, eta end of month.