GDC or Bust : Part 3

Below is the third in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 3: Fabricating the Play Surface

Over the weekend we worked to finish the playing surface for DTR 360. Our design called for a 40″ x 40″ play surface, very flat, with foam core on top to reduce noise.
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GDC or Bust : Part 2

Below is the second in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 2: Painting Controllers

This will be a pretty quick post because this happened.

 

 

CarSnowTwo

 

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GDC or Bust : Part 1

Below is the first in a series of posts documenting the final development of Deluxe Turbo Racing 360 for GDC. I hope to continue the posts up through GDC and after.

Part 1: Building Controllers

One of the major design decisions for DTR360 has been to really focus on the quality and design of the physical components. A high quality fabrication for our controller boxes not only enhances the experience, but also allows us to explore some new territory and perhaps stumble upon some interesting ideas.

 

prototype_Controller

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Game Dev Video of the Week: Unity’s UNET

 

Unite 2014 – New Unity Networking in 5.x

In this video Sean Riley talks about the new networking framework that is coming in Unity 5.x called UNET. Unity’s current networking framework is easy to get started with but there is a lot to be desired. It appears Unity is trying to address many of these problems in the new version. Also the video does a good job of giving an overview of what is involved in making a game networked. More details about UNET can be found in these Unity blog posts:

Announcement Post

Variable Syncing

Transport Layer

Have you tried networking one of your games? Have you tried Photon networking?

How to catch your Arduino board on fire

Disclaimer: Don’t set your Arduino board on fire. In fact, it is generally a wise decision to not set things on fire.

 

The last few weeks we have been prepping for a Gallery Hop showing in Lexington with other artists and game designers from Lexington. There have been some really cool works and experiments going on, which has motivated us to start playing around with hardware again and just hacking/creating for the sake of curiousity.

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Guests on NPR WEKU’s Eastern Standard and the Importance of the Elevator Pitch

John and I had the pleasure of joining EKU professor George Landon and host John Hingsbergen on Eastern Standard a few weeks ago. Below is a link to the archived show.

 

Link to Archived video
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Free Range Arcade

Last Friday I headed up to the Free Range Arcade event in Bloomington, Indiana.  Our friend and sometimes collaborator Tom Birge headed up with me as John and Shea were out of the earth’s gravitational force.  We stopped by Louisville to pick up Alex of Two Scoop Games and set sail for Bloomington.  30 miles out of Indianapolis we realized a flaw in our trajectory (don’t mute your phone when Siri is giving voice directions!) and cut west on state highway 252. We arrived in Bloomington around 5:30PM.
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LD 30 Post Mortem: A Horse with two names

A few weeks ago I spent the weekend participating in Ludum Dare 30.  Below is my post mortem.

 

A Horse With Two Names is a game where players use the source to solve the riddles of the executable.  Players open the source code in the Unity editor to investigate, modify, and alter the code and scene to solve the riddles included in the game executable itself. So far the feedback is limited–understandably so due to the very high barrier to entry–but overall positive.

AHWTN_1

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