Dub Dash – Gameplay Preview 4in1
Here is another cool Dub Dash video presenting various catchy gameplay mechanics. Enjoy!
(Music by Bossfight)
Promotion in der Informatik bei Prof. Leif Kobbelt am Lehrstuhl für Computergrafik an der RWTH Aachen. Industrieerfahrung, u.A., als Senior-Softwareentwickler bei RTT und als High-Performance-Computing Consultant bei Fujitsu. Über 20 Jahre Programmiererfahrung. Mitbegründer und Geschäftsführer bei Incodra.
Interessen: Computerspiele, Basketball, Fußball, Skifahren, Tauchen, Gitarre, Kino.
Here is another cool Dub Dash video presenting various catchy gameplay mechanics. Enjoy!
(Music by Bossfight)
Finally! Enjoy the trailer of the hardest game you have ever played! Coming out on iOS on October 8th! Android and Desktop versions will follow soon this year!
The eighth episode is about buttons and doors. Do you think the shortest path is always the best one?
The seventh episode introduces rotors. They may rotate as fast as a blender, so do you think the spinship will blend?
The sixth episode shows our time attack mode. Do you think you are skilled enough to get the gold trophy?
The fifth episode is about lost objects, which need to be found in the environment. Are you able to find all the objects at the first go?
The third episode is about the right timing. What would you do, if a moving crane is heading towards you?
The second episode will demonstrate what happens, if the spinship gets crushed by a moving crane!
Our 3D content creation pipeline is mainly based on Blender (www.blender.org). When creating a level we start with painting the level outlines and then in the second step place all the game elements needed, selected from our 3D model database. We wanted our level outlines to be as „blobby“ as possible to visually fit the look of the game where a permanently rotating stick is moved around. Hence, circles and arcs are often encountered in our level design. For this purpose we have used Spiro splines (for more information on Spiro splines please check www.levien.com/spiro/). Our experience in short: Although numerically unstable, Spiro splines are very intuitive in practice and create visually pleasing results. In order to use Spiro splines in Blender we have ported the C implementation from Inkscape (www.inkscape.org) to a Blender plugin implemented in python. All 3D models used in „Why Does It Spin?“ were also created with Blender. We have extended the Blender GUI to allow for adding different game entities (e.g., springs, gates, conveyors, etc.) along with all their specific properties. While advancing from level to level new game elements are introduced, and each chapter in „Why Does It Spin?“ has its own style defined by specific decoration objects, colors and textures. We wanted the players of „Why Does It Spin?“ to have fun exploring the levels and detecting all its details besides solving the level objectives.
Incodra UG (haftungsbeschränkt)
Laurensberger Straße 29
D-52072 Aachen
eMail: info@incodra.com