[PIGMI] 2011
Michael B
michael.sg at gmail.com
Tue Jan 11 06:11:42 PST 2011
I've been playing with 3impact again recently. I do this on and off
sometimes, have been playing with it years. I've got a nice 3 minute long
road i like to drive down and test car physics on for fun. :-P
I have got it going very smooth its like a cruise down the highway ... and
with the ability to do donuts still. This is ordinary a bit difficult
becaues of vehicle weight being a full weight car. But you can still lose
control with swerving going highway speed.
I was thinking of making it a bit like road to perdition, bring back 1940s
and commercial trucks and package carrying but thats as far as its gone, so
far.
Just playing around...
Michael.
On 11 January 2011 21:39, Matthew Dyet <mattdyet at iinet.net.au> wrote:
> I'm going into my second year of studies at ECU, which means I finally get
> started on Game Design oriented classes. I'm hoping to land myself a copy
> of
> Unity3D so I can start learning to use it and whipping up my own game
> experiments with the end goal to have made something very simple and
> playable by the end of the year. Maybe cooperate with a team on something a
> bit bigger if the opportunity arises.
>
> Actually, since you mention asking local game developers to help with an
> ongoing game project. I was struck with an idea. Have any of the local devs
> ever considered cooperating with Game Design students with a sort of
> grassroots 'Work Experience' (I use the term loosely) program? I realize
> that Game Jams are a great opportunity to get to work with more experienced
> people, but the problem I've been having is finding the time to make them
> during study.
>
> A fairly casual work experience program where students get bought in to see
> how the more experienced local devs do things could be really beneficial in
> getting us the practical experience to get out there and start making our
> own material. It's one thing to know the theory and practical sides of Game
> Design, but it's another matter entirely to understand how - besides what
> we're told - to see a project through to feature complete.
>
> Then again, that may well be something we get to see in action in your
> video
> series, so all that text could be entirely pointless.
>
> -Matt
>
> -----Original Message-----
> From: pigmi-pigmi.org-bounces at lists.pigmi.org
> [mailto:pigmi-pigmi.org-bounces at lists.pigmi.org] On Behalf Of Nick Lowe
> Sent: Tuesday, January 11, 2011 8:59 PM
> To: pigmi
> Subject: [PIGMI] 2011
>
> Hi *,
>
> So what are everybody's game development plans for 2011?
>
> Over at Let's Make Games, we're focusing on relaunching the website (in
> a few months), running quarterly events, and working on getting funding
> for local game developers (you!).
>
> We're also going to be producing a web video series in which we will ask
> local game developers to help us with an ongoing game project (more on
> that later.)
>
> All of this extra activity is only possible because of our new
> volunteers (Rich, Ben, and Chris):
>
> http://letsmakegames.org/2011/01/11/chris-mccormick-joins-the-family/
> http://letsmakegames.org/2010/11/12/welcome-to-our-official-videographers/
>
> So, yeah - I'm really looking forward to the rest of 2011. :D
>
> What are your plans?
>
> - Nick
>
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