Through the month of January, there were over 50k downloads across several external mirror servers and my own. I’m happy to see that some websites even posted reviews and strategies for the game. The positive response to this game is very good news and it’s incredibly inspiring as I continue internal developments to make the game even better. I’m glad to see that there are others out there who enjoy playing Zombpocalypse as much as I do.
Archive for January 30, 2009
For anyone trying to download the game over this past week, I am sorry if your download is slow or not connecting. I’m doing my best to work with my web host and I hope to mirror this download elsewhere when I get the chance. I’m glad to see that there is such a high demand for the game. I did not expect this at all. In January alone I’ve had around 30,000 hits to download Zombpocalypse. At around 40MB per download you can do the math so I appreciate your patience as I work through this bandwidth problem.
This entry was actually written about 6 months ago in my personal logs but I’ve decided to open it up to world since I don’t think I’ll have the time to write a legitimate article on this and write a demo application to test my theory. It’s a novel approach to rendering massive textures onto arbitrary geometry. Please don’t take this post as a lesson in Megatexture since I was just writing my stream of consciousness onto paper and I do a lot of back and forth through out these pieces. It might give you a little clue into how I think about a problem though =).
As part of some major restructuring and house cleaning, Normal Manager may likely be seeing its final days.
I’ve used the term “unified” rendering pipeline a few times throughout the website so I figured I should write a little about it here. I’ve had quite a while to work with this type of architecture on Zombpocalypse and I hope to pass on a little of that knowledge.
» Read more..
I wrote this postmortem and didn’t know what to do with it. It’s not exactly the kind of story that a team of developers can take with them and say, “this is how it’s done”. In fact, it’s the complete opposite kind of success. If anything, this article is proof that it is possible to make a game with less than 200 developers; about 199 less to be exact… Enjoy!
Yea! I’m finally part of these internets things.
Okay seriously, I hope to use this blog as a portal to write to anyone who might be interested in my developments and wants to comment without the formality of sending me an email. In the best timing ever, I’ve decided to add this blog to the site now that development has slowed to a near halt. I’ll be taking a short break to catch my breath after my recent race to IGF. I’ll have a postmortem on my recent development experiences up here in just a bit.