Have you ever questioned about the physics behind your favourite videogames? Let’s take a look at what happens behind the map in Not Another Platform Game.
Building a realistic world is the main key to make a good game. But how? There are many ways to do that and one of these is animating everything and making it not repetitive: we are trying to add some little stories in the map that surrounds the player. For instance, in the Third Level, the player is put right between the Steel Mallet army and the Fallen partisans. We wanted the player to feel the battle and the same violence he would feel in a war game, so we started adding triggered events through the map.
When you see a wall being shot down or a tower falling, you’re not enjoying a well scripted animation. All of these things is physically simulated! Each one of the cubes you see is a physical rigid body simulated by the game engine.
Clothes, flags and stendards are as well, making the envirorment convincing, even if the characters style suggest a toony style.
Thanks to Nvidia Physix, physics implementation in the game engine is very simple and does not require hundreds of lines of code. Most of the implementations don’t require coding at all: clothes simulation is made inside the Unity Editor so we can edit all the proprieties from the Inspector, without accessing the code. However, more complex things such as explosions and building fallings required more work and code. In this cases the RigidBody class from the Unity API has come to our aid:
RigidBody.AddExplosionForce(power, position, upwordsModifier, mode);
We’re hard working to make all things realistic and a big span of time has been spent on polishing all of these particulars. While you wait for the game to be released, take a closer look to its first trailer!
We are proud to announce that, after several months of news blackout on Social Networks and Devlog, we are back to share our news with you. We’re hard working on both Insane Decay of Mind: The Sound of Silence and Not Another Platform Game.
Moreover, in the last month we worked on a little new project, too. Its name is GoManga MathStudio and it is a powerful Mathemathical IDE developed in C# that will allow you to write your complex maths application in a very simple way. In fact, MathStudio provides a very simple syntax for its commands making technical software development easier than ever. Also, it includes a parser which is able to solve coplex mathematichal expressions and it offers several built-in tools for mathematical analysis. MathStudio beta is now available for free and all you need is downloading it!
Isn’t it enough for you?
MathStudio allows you to write your own commands and extentions for the editor! You can do this implementing the MathStudio.Core.Plugin interface in your code. Under the main directory of MathStudio (C:\GoManga\MathStudio\Samples\Plugins), you can also find two examples of implementation. The first one, written in C#, is a plugin that allows you to use the sumf command; the second one, written in VisualBasic, is a UI implementation of the maths parser for the editor. Take a look of the API Documentation for more details. Please note that, according to End-User License Agreement provided with the MathStudio installer wizard, you are not allowed to redistribute MathStudio binaries and executables, even if you are using them for your plugin. The MathStudio DLLs are not required to be put in the Plugins directory.
Are you ready to start coding?
First of all you need to download and install the MathStudio executables. Then, start the MathStudio Editor and write the code below:
output Hello World!
This code is the so famous Hello World script written in the MathStudio Language. You can execute it by simply pressing the F5 button.
Cool, isn’t it? Take a look to the quick reference to see how to code in the MathStudio Language. In the C:\GoManga\MathStudio\Samples directory, you can find several examples of code and we will provide new ones on this Devlog.
We can’t wait to see what you make with this powerful editor: feel free to send your code at email@example.com.
Welcome in the GoManga Interactive’s Devlog.
Follow this blog in order to get news about our games, Insane Decay of Mind: The Sound of Silence and Not Another Platform Game.
Contact us: firstname.lastname@example.org
Our website: www.gomanga.it
IDM Steam page: store.steampowered.com/app/450060
GoManga Interactive is an independent team born in 2014 and legally founded in 2016 as GoManga Interactive di Luigi Squillante.