If you have any burning questions for me or any other members of the development team (which will grow in size, I promise!), post them here! I'll do my best to get back to you.
Cheers
Moderator: Tinus
Tinus wrote:
And finally difficulty: I want to handle that by turning on an off assists. I don’t even want to hide those settings under “easy, medium, hard, realistic” settings, instead I’ll just present options for each assist individually so you can influence how much they are involved. This is what Forza 3 (racing sim) does for example, and I think it is very elegant.
How did you become interested in skydiving and B.A.S.E.?
After coming across a video of Jean-Loic Albert doing some proximity flying (an excerpt from Soul Flyers on youtube, I think) the idea of wingsuiting just got stuck in my head. Any kind of flight is awesome, that's how I've felt ever since I was a kid; and I've always had a passing interest in aviation. Wingsuit flight rocked my mental world because it offers such a raw, adrenaline-fuelled contrast to the otherwise very safe and disconnected feel of modern aviation.
How did you meet Jarno and what led to you involving him in the 3D modelling and animation of the game?
I contacted him after reading a short article about wingsuit aerodynamics on the FlyLikeBrick team website. I thought it contained an error, and pointed it out. I had it wrong (I was a newbie, heh), but the whole team was very interested in what I was building. Jarno pretty much immediately said he would like to help developing the game.
Initially, what gave you the idea for Volo and how have your plans for the game changed since the initial idea?
I've been interested in game development for many years, and I've always kept my studies closely related to it over the years. Appart from some school projects though, I had never actually set out to create my very own game. after discovering wingsuit flying, it didn't take me long to formulate the following question: "But.. why has nobody built a proper game around this?"
How long have you been working on Volo, including the initial concept?
The concept formed late-august 2009, and I think I started prototyping in september.
Did your friends and family have any thoughts on Volo when you mentioned it to them?
They were very supportive, even though my initial productions were very crude. While we all laughed at the results of my somewhat inept tinkering -- the first prototype was a flying capsule, not very evocative -- I guess they did get a good idea of what I was trying to do. I've gotten a lot of good feedback from them, and I still do. Now, they see it as a game with a lot of potential. They just urge me to find a way to start making some money with it, and rightfully so.
In regards to game development, what was your experience level to begin with and how much has it progressed as you've developed the game. Also, which particular parts of the process did you have to learn as you went along?
I had a couple of years of programming experience in some game-related fields. I had no real experience with Unity, nor physics and aerodynamics though. Having gained a decent base for those things, I'm now focussing on multiplayer networking. And after that there's still more things to learn.
Fortunately, learning all that stuff really isn't a chore, at least not most of the time.
Which part of the development have you enjoyed most?
Finally getting the wingsuit to fly in a major new prototype. That moment gives me an immense sense of achievement each time. I always go "it's alive, it's aliiive!" in a Frankenstein-esque manner when that happens. No really!
Looking into the fututre, what are you expectations for the release of the game? Do you plan on making money from the venture or is it more about the process and realising the idea?
At first the scope was just wingsuit flight, but now I'm trying to create technology with which the whole of the skydiving spectrum can be included. I'm trying to simulate all aspects of the sport that can offer interesting gameplay. All the fun stuff goes in, while all the boring stuff (climbing up to an exit point, and, uh, death) are left out.
My initial expectations were: "We'll see how it goes", and they still are. I can't predict the future; I certainly don't know where the game will be in a few months. I've got my graduation coming up, and I've got to form some concrete plans for after that. What I can do is build the game, and try to get enough people to like it so I can continue building it. I'd like to develop the game to its full extent, and that will certainly require earning money with it. I'm exploring a bunch of options for funding.
Now that you've dropped your original coding and started a fresh has your experience and the community input changed the DNA of the game, was the change a radical overhaul of your original coding or have you just had to reshuffle things to get the ideas to fit in?
I've started from scratch, as far as code goes. The old prototype code was just not designed to be extensible or maintainable, so it had to go. Right now I'm working on a solid framework for all of the game's subsystems, the first being multiplayer networking.
Cheers,
Tinus
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