Octodad 2

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Octodad 2

Post by serengeor »

My facial expression was something like the bottom left one when I saw these :D

The screenshot of the month takes place every month in Competition Time! sub-forum.
Working on game: Marrbles (Currently stopped).
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Re: Octodad 2

Post by Virion »

PTibz wrote:When does the screenshot contest take place Virion?
http://irrlicht.sourceforge.net/forum/v ... m.php?f=10

The beginning of every month! :) Looking forward. If you won, your ingame screenshot will be put at irrlicht's official gallery. :D
PTibz
Posts: 6
Joined: Mon Jan 09, 2012 2:31 am

Re: Octodad 2

Post by PTibz »

Hey everyone!

New trailer and name for the game. :)

http://youtu.be/03rP_O2k8XM
CuteAlien
Admin
Posts: 9628
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: Octodad 2

Post by CuteAlien »

Fantastic trailer :-)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Re: Octodad 2

Post by christianclavet »

Wow! How will you able to have the expressions? Bones? Morph?
luthyr
Posts: 69
Joined: Wed Dec 30, 2009 5:47 pm

Re: Octodad 2

Post by luthyr »

We're using lots of bones. Octodad has 75 bones for his entire body, and approximately 60 physics bodies jointed together to make him into a flexible ragdoll.
luthyr
Posts: 69
Joined: Wed Dec 30, 2009 5:47 pm

Re: Octodad 2

Post by luthyr »

We recently posted a video of different glitches encountered while working on ragdoll animation. :)

http://www.youtube.com/watch?v=VHiZR_Z4w-s (Warning: loud volume)
PTibz
Posts: 6
Joined: Mon Jan 09, 2012 2:31 am

Re: Octodad 2

Post by PTibz »

Hey guys!

We've decided to try out Steam's Greenlight program. If you like the game and would like to see it on Steam please up-vote and favorite us here: http://steamcommunity.com/sharedfiles/f ... 1346416852

If anyone ever has any questions about the game feel free to shoot away. We're always open to answering just about anything we can.
luthyr
Posts: 69
Joined: Wed Dec 30, 2009 5:47 pm

Re: Octodad 2

Post by luthyr »

We also recently posted a new gameplay video if you want to check it out:
http://www.youtube.com/watch?v=xq49ieePbqQ&hd=1
chronologicaldot
Competition winner
Posts: 684
Joined: Mon Sep 10, 2012 8:51 am

Re: Octodad 2

Post by chronologicaldot »

Very impressive. I like the physics. However, it looks like a nightmare to control the character.
Cube_
Posts: 1010
Joined: Mon Oct 24, 2011 10:03 pm
Location: 0x45 61 72 74 68 2c 20 69 6e 20 74 68 65 20 73 6f 6c 20 73 79 73 74 65 6d

Re: Octodad 2

Post by Cube_ »

not really, looks awesomely fun.

Also, this reminds me of a funny glitch in Octodad 1
"this is not the bottleneck you are looking for"
kazymjir
Posts: 727
Joined: Sat Feb 20, 2010 4:05 pm
Location: Munich, Bayern

Re: Octodad 2

Post by kazymjir »

luthyr wrote:We also recently posted a new gameplay video if you want to check it out:
http://www.youtube.com/watch?v=xq49ieePbqQ&hd=1
1:05
Isn't it a Cthulhu on this stainted glass window? :D
luthyr
Posts: 69
Joined: Wed Dec 30, 2009 5:47 pm

Re: Octodad 2

Post by luthyr »

Thought I'd let you guys know that we just announced that Octodad: Dadliest Catch is coming to PS4 at the Sony press conference today:
http://blog.us.playstation.com/2013/06/ ... on-to-ps4/

We were able to port our game in about 4 weeks and continue to use Irrlicht. I was impressed with how little I had to change Irrlicht in order to get it to work. It was mostly a matter of swapping out OpenGL/DirectX-specific functions and replacing them with PS4 SDK-specific ones.
chronologicaldot
Competition winner
Posts: 684
Joined: Mon Sep 10, 2012 8:51 am

Re: Octodad 2

Post by chronologicaldot »

luthyr wrote:We were able to port our game in about 4 weeks and continue to use Irrlicht. I was impressed with how little I had to change Irrlicht in order to get it to work. It was mostly a matter of swapping out OpenGL/DirectX-specific functions and replacing them with PS4 SDK-specific ones.
Congratulations on the port. I hope your game is successful. From the article comments, it sounds like you've already got some interest.

On the development end, I'd like to know how you got ahold of the PS4 SDK (I searched the net and couldn't find it)... and if you'd consider sharing what you did to irrlicht. XD
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Octodad 2

Post by Nadro »

Congratulations! Good to know that Irrlicht doesn't require too much of changes to support PS4 :)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Post Reply