Flyin’ Irons to return!

October 17, 2010

Ladies and gentlemen, the advent of the incredible Unity engine has meant that development of Flyin’ Irons has begun once again!

Using Unity 3, I am creating the game again from scratch (except for reusing the existing 3D models). It’s looking good.  The control system is easier than ever to use thanks to a joystick/pad tilt system. Maybe there will be a video soon. Stay tuned!


One step forward, two steps back?

April 3, 2009

We’re a quarter of the way through 2009 already (!) and progress has finally been made on Flyin’ Irons.

Using the instructions from Thierry Brault on the Soya mailing list (which were excellent and only required a few small amendments), today I successfully built Soya 0.14 for Python 2.5, with gcc-4 and pyrex-9.7.2, on Windows.

I then installed and built Flyin Irons using Python 2.5, and was able to play the game on Windows using Soya 0.14 and Python 2.5 for the first time!

Flyin' Irons on Soya 0.14 for Python 2.5 in Windows

It worked remarkably well – it looks “better” in general, the main thing that I noticed first was that text looks much better in this version.  Is it me, or is the smoke system looking a bit better too?

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Ghostly goings-on in the Vertical Steam Championship!

December 23, 2008

The latest revision of Flyin’ Irons includes a new, exciting Ghost system in Time Trial mode!

When you set a new lap record, the path you take around the track is saved as a series of points for the Ghost Iron to follow.  Then, when you next play Time Trial, the Ghost Iron (currently a Kensworth Drake but soon to be a unique Brawn Ghost) will race you along your record-setting path!

Head over to Sharesource to download the newest revision!

Here’s a screenshot or two of the ghost iron in action:



Self-righting irons!

December 20, 2008

I’ve made a big step in development: the control system now allows self-righting, that is, your iron will automatically tilt itself so that it faces upwards while you are flying it. This makes hovering a lot easier, and controlling the iron using the Pilot Camera and Chase Camera is now a lot easier as well.

Here’s a screenshot of another development: the Debrief screen, which will appear after a race.

Debrief screen as of 20/12/08
Debrief screen as of 20/12/08

Getting back on track.

December 14, 2008

The Aussie road trip has ended, and it’s time for me to think about how to continue programming Flyin’ Irons.

There are a number of fundamental things that still need to be changed before the game can be “released” as even a playable proof-of-concept, and foremost is that it needs to be a hell of a lot more accessible to Windows  users (like me!).

Mark has suggested the next step to be upgrading the version of Soya3D we use to the latest, 0.14, to take advantage of its bugfixes and so on. Our terrains need to be much larger, and we need some kind of level of detail code to reduce the quality of visible items and significantly speed up graphics rendering.

The fun has just begun!

Flyin’ Irons development on hold until 2009…

September 2, 2008

I’m off on a tour of the Australian east coast, so Flyin’ Irons will not progress until 2009, when I might have a little more time to work on it.

I am, of course, still very keen to hear your comments and suggestions, and even your encouragement!

Stay tuned, for when Flyin’ Irons will return, bigger and better than ever before!