I feel like a hollowed out water melon today, largely due to the mixing of Guinness and Newcastle Brown Ale. Turns out the pool match was cancelled so decided to play a different game called boozin'. That's my social life done for another week, and now back to the code!
I continue tweaking and refining the lighting system, and now the fog works across all the various shaders and it's looking pretty neat. Currently working on fixing up the Super Terrain Mode, which when working allows you to replace the terrain which is a performance and memory hog with a simple flat polygon, allowing things like city and interior scenes to be created.
Not sure how much time to dedicate to Super Flat, as I am now straying into lightmapping it and it was not on the original list, so hopefully I can get it squared away and move onto more interesting issues. Bottom line is that V1.009 alpha build is looking very nice now, and I am hopeful the alpha testing team will agree with me :)
App Game Kit 2: Easy + Instant Mobile Development
In other BREAKING news, we are about to launch our first product on Steam! As some of you know AGK2 has been brewing in development phase for some time now, and we're very pleased to be able to officially launch it to the masses.
You can find our Steam page here:
It is particularly relevant to this blog too as this launch allows us to make a dress rehearsal for the launch of Reloaded on Steam next year. Any mistakes we make will be a lesson learned for when we go public with a V1, and hopefully maximize our impact there and make it a great release. If you've already pledged to the AGK2 kickstarter you'll be getting your free Steam keys soon, and for everyone else who wants to start some mobile app development the easy way, we have an early bird discount available when we launch AGK2 tomorrow. Exciting times!