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<br><br>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.<br>
<br>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.<br><br>Just playing around...<br><br>Michael.<br><br><div class="gmail_quote">
On 11 January 2011 21:39, Matthew Dyet <span dir="ltr"><<a href="mailto:mattdyet@iinet.net.au">mattdyet@iinet.net.au</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
I'm going into my second year of studies at ECU, which means I finally get<br>
started on Game Design oriented classes. I'm hoping to land myself a copy of<br>
Unity3D so I can start learning to use it and whipping up my own game<br>
experiments with the end goal to have made something very simple and<br>
playable by the end of the year. Maybe cooperate with a team on something a<br>
bit bigger if the opportunity arises.<br>
<br>
Actually, since you mention asking local game developers to help with an<br>
ongoing game project. I was struck with an idea. Have any of the local devs<br>
ever considered cooperating with Game Design students with a sort of<br>
grassroots 'Work Experience' (I use the term loosely) program? I realize<br>
that Game Jams are a great opportunity to get to work with more experienced<br>
people, but the problem I've been having is finding the time to make them<br>
during study.<br>
<br>
A fairly casual work experience program where students get bought in to see<br>
how the more experienced local devs do things could be really beneficial in<br>
getting us the practical experience to get out there and start making our<br>
own material. It's one thing to know the theory and practical sides of Game<br>
Design, but it's another matter entirely to understand how - besides what<br>
we're told - to see a project through to feature complete.<br>
<br>
Then again, that may well be something we get to see in action in your video<br>
series, so all that text could be entirely pointless.<br>
<br>
-Matt<br>
<div><div></div><div class="h5"><br>
-----Original Message-----<br>
From: <a href="mailto:pigmi-pigmi.org-bounces@lists.pigmi.org">pigmi-pigmi.org-bounces@lists.pigmi.org</a><br>
[mailto:<a href="mailto:pigmi-pigmi.org-bounces@lists.pigmi.org">pigmi-pigmi.org-bounces@lists.pigmi.org</a>] On Behalf Of Nick Lowe<br>
Sent: Tuesday, January 11, 2011 8:59 PM<br>
To: pigmi<br>
Subject: [PIGMI] 2011<br>
<br>
Hi *,<br>
<br>
So what are everybody's game development plans for 2011?<br>
<br>
Over at Let's Make Games, we're focusing on relaunching the website (in<br>
a few months), running quarterly events, and working on getting funding<br>
for local game developers (you!).<br>
<br>
We're also going to be producing a web video series in which we will ask<br>
local game developers to help us with an ongoing game project (more on<br>
that later.)<br>
<br>
All of this extra activity is only possible because of our new<br>
volunteers (Rich, Ben, and Chris):<br>
<br>
<a href="http://letsmakegames.org/2011/01/11/chris-mccormick-joins-the-family/" target="_blank">http://letsmakegames.org/2011/01/11/chris-mccormick-joins-the-family/</a><br>
<a href="http://letsmakegames.org/2010/11/12/welcome-to-our-official-videographers/" target="_blank">http://letsmakegames.org/2010/11/12/welcome-to-our-official-videographers/</a><br>
<br>
So, yeah - I'm really looking forward to the rest of 2011. :D<br>
<br>
What are your plans?<br>
<br>
- Nick<br>
<br>
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