128w ago - HandCircus founder Simon Oliver has revealed more details on Okabu: The PSN Physics Toybox today which will be heading to PlayStation Network soon.
To quote: HandCircus is a really small team - there are only five of us at the studio! In addition to myself, we have Mikko and Matt handling art needs, Luke spearheading programming and Shane tackling level design. We've also been working with Resonate Music, who have been crafting Okabu's original, authentic African-inspired soundtrack.
Their studio has been filled to the rafters with all manner of exotic instruments like Marimbas, Kalimbas, Vibraphones as well as some extremely talented vocalists.
Co-op is at the core of the game. Even single player is a co-op experience because it allows you to swap between Kumulo and Nimbe (and they hero that they may be carrying) at any time.
Much of the game revolves around using the different skills of the heroes together - get Monkfish to pull open a door, then Picolo can lure a bull through and get it to take out a dastardly Dozabot. If there's two of you the game is even more fun, as each of you can take control of Kumulo or Nimbe.
176w ago - Today Krome Studios Senior Programmer Chris Fowler has shared an update on Blade Kitten for PS3, detailing artificial intelligence and physics in a 2D world, as follows:
Working on the PlayStation 3 has been wonderful. As this was my first project on the PS3, I was apprehensive at first about the new technology and how to use it as best we could. But now, I can honestly say I am a fan of the PS3.
Early in development, Blade Kitten was both a 3D and a 2D game and you could switch between them instantly – you'd run through a section then it would transition to 2D. It didn't take us long to fall in love with the 2D version, so we focused all our efforts on making the 2D the fun game it is today.
From the start of our project, our goal as programmers was to give the designers all the power they needed to create the game that they wanted. Ideally, a level designer controls the player's progression and experience in each area of the game (enemy placement, special events, collectables, and so on). So rather than implement a boss character's attack moves myself, I would give the designers scripting tools to implement the boss themselves.
This proved to be one of the best decisions we made. For example, the level where Kit is running...
206w ago - Grave from GameTrailers has shared a GT5 video highlighting a humorous physics glitch in the recently released Gran Turismo 5 PS3 Time Trial Demo.
Of course this isn't the finalized GT5 PlayStation 3 game, so there are indeed bound to be glitches in a Time Trial demo.
To quote: "Definitely looks like an unintended physics glitch to me. Those little markers are obviously not bolted to the ground, since the first one moved, yet the second one ramped an entire car without even touching a wheel.
I started hitting those distance markers and I noticed.. the collision detection on those are not only completely off, but extremely exaggerated. If you tap one, the go about 20 meters and I would see the car make a little hop.
I'm sure there's plenty of touching up to do with the engine still."
221w ago - Last week we profiled videos of Sony's Voice Recognition and Image Enlargement in the PS3 SDK.
Today, courtesy of DigInfo.tv (linked above) we have a video demonstrating Physics Effects from the PlayStation 3 SDK below.
To quote: "At CEDEC 2009, Sony Computer Entertainment exhibited the Physics Effects SDK. The Physics Effects SDK is a physics simulation engine optimized for the Cell Broadband Engine, which is provided as part of the PlayStation 3 SDK.
Because the Physics Effects SDK is optimized for PlayStation 3, it can do physics simulations very fast, even though they are considered to impose a very high computing load.
This could expand developers' scope to include even more complex physical phenomena and mechanisms in games."
273w ago - Cameron Suey, producer of the XBox 360 and PS3 versions of the upcoming Star Wars 'The Force Unleashed' game has revealed that he understands concerns that the game isn't coming to PC, but tried to offer an explanation.
Suey stated that it really wasn't feasible to bring the game to the PC as it would take a VERY POWERFUL PC to pull off the physics, and it is DEFINITELY stretching the XBox and PS3 to the limits.
To quote: He said: "Wow. OK that's interesting. Obviously the reason I'm doing this and the reason I think any of us is doing this is because we love games and we want to make games for people who love games. So any time someone's not happy with something, I won't say it's difficult because you have to deal with it, but we would totally prefer everybody to be as happy as possible, you know we want to make everybody as happy as possible.
"In this case, it just really wasn't feasible. As much as I really understand everybody's concerns and I really understand that people want to play the game on their platform of choice, the truth of it is, the way this game is designed, based around these physics, that are simulation based and very procedural, it would take a very powerful PC to pull them off. This is definitely stretching the Xbox and the PS3 really to the farthest they can go.