Archive for the ‘Uncategorized’ Category


New Blog Home

February 25, 2013

If by chance you come to this site, please redirect to for the new permanent home of my blog.



The game has a name !!!

September 11, 2009

Hi all, thanks for your patience if you have been waiting for a blog post for a while.  My time has been spent on developing my new game, and it has taken many many hours of effort.  Sleep sure is a luxury these days 🙂

Anyway, the game has a name.  The new game is called iPlutoid.  Now I know there are some people that hate the ‘i’ on the front of iPhone games, but it seemed to kind of work, so iPlutoid it is.

Just before the game goes into beta test, here is a new video.  Apologies for the poor quality of the actual iphone footage, but its real hard filming accelerometer based games.  Anyway, I would enjoy hearing any comments.

Along the way, some of the ideas have been put back, just in order to get the first release out.  The development would have taken an awful long time if all the ideas went in the first release.

anyway, the vid …


Progress and an Icon !

June 17, 2009

Hi everyone, rest assured this is developing apace now.  There has been a pretty heavy bit of development where the Maths have been really complicated, but I think it’s getting close to coming out the other side now.  I will throw up some more screenshots very soon, and maybe a video of the planet transformation once it gets taken over.  I like it anyway.

Here is the first draft of the icon for the game.  Let me know what you think.



New enemy

May 15, 2009

The most fun part of this game, is defining new enemies in 3D, and realising that the iphone can chuck about thousands and thousands of flat shaded polygons. Who needs textures when high poly models work so well 🙂 OK, well I might still use textures in my next game, but hey, for the moment I am happy !

heres my spiky pod-style enemy – turned out quite nice.


Just recovered from a weekend away in portugal with the boys, and from the resulting swine flu (ok may have just been a cold) that I got from wandering the streets in just a shirt at 5.00am ! So I promise more frequent blog entries from now on 🙂


In-Progress game video

May 7, 2009

OK, so here is a quick and dirty gameplay video. Hopefully it shows some of the elements that I have spoken about in previous blog entries.

If you look carefully, you can see the targeting system in operation. It’s only showing the first level, so there are only a few enemies and they are pretty tame, but it gets a heck of a lot more involved on the later levels.

I will add more gameplay videos over the next few weeks, and more blog entries regarding the gameplay mechanics and AI.




April 23, 2009

OK, everyone, here it is, a very very early screenshot of me playing my new game.  Everything is subject to change, of course, but the fundamentals are there.  The flying around my retro-styled planet, all the aliens moving as they should, the scanner working, the targeting working, you can fly, shoot and destroy everything, in a shower of particle engine loveliness 🙂


I will talk more about the gameplay in a later post.  Not going to publish a video yet, as that will come when things are nearer completion.  There will be a single player mode to start with, but I am already conceiving of a multiplayer mayhem dogfight over wifi.  You won’t believe how fast everthing zips along.  Love it !


Moving around a sphere

April 23, 2009

I said I would come back to the maths so here is a quick overview…

Moving an object around a sphere sounded very simple. However when I came to do it I wanted to be able to turn objects, left or right, relative to their current heading. It then became a bit more complicated. I started off using angles, theta and phi, to represent position but this has problems with Gimbal lock when converting to Cartesian Coordinates. Trying to move was also difficult, determining which angle to change is dependent on current position. i.e. When travelling North (decreasing phi) and you cross the North Poll you are now heading South (increasing phi) and theta has increased by 180 degrees. The result of which was to go to Quaternion maths.

There is a lot of stuff out there about the use of Quaternions in 3D games, and whether they are necessary, so I won’t try and repeat any of it here. I found that I could use this method of storing position and heading very efficiently. So now, all objects have their position held as a quaternion, with their current heading held as two further quaternions. Simple multiplication of these quaternions moves the object along its current heading. Changing heading simply means recalculating the two heading quaternions. There is no Gimbal lock and all objects can move relative to their position and not the underlying coordinate system.