While Duke and Xevian are busy fighting with performances and “next-gen” shaders (or fighting XNA non-belivers, or upgrading the engine for the beta 2.0…), I finally managed to finish the “IMPACT!” logo.

I think it’s pretty good … but my opinion is not exactly the best term of comparison, considering that I designed it.
As people from Naples use to say “ogni shcarrafone รจ bell’a mamma sua” (that in english sounds something like “every cockroach is beautiful for his mother”), so learning from their wisdom, I’m here to ask you, beloved readers: “What do you think of the IMPACT! logo?”
I’m also very glad to see that you are finally enjoing our little content packs (this also thanks to Ziggware.com that kindly broadcasted our “update”!) so I would really, really, really like to hear some feedback about the texture and stardust packs.
Do you plan to use them?
Are they working fine?
Is the content good enough for you?
Do you have any suggestion to improve our future “packs” (Or to fix the two we have)?
I was thinking of publishing a “Vegetation Pack” using the content from TNOTP; that means a couple of trees and bushes, some grass … and rocks … and perhaps other tiles … but I feel like this one will not be exactly free like the others … I’d rather make it “feedbackware” … that means the more feedback we receive for the existing packs, the more likely I will take some time away from the IMPACT! development to polish and prepare the vegetation pack.
Yes I know, I am a bastard, but what else would you espect, we are the STUDIO EVIL.
(Did you notice that we improved the evilness of our evil-logo by 36.51%?)
Even if we are not really talkative, we are proceeding with the development of our super-secret project … let’s call it, for example … “Impact!”.
Impact! is a funny game because involves a large number of objects collding together in the game arena, it was even funnier when we tried the first version of the engine on the 360 and we looked at the framerate …
I was SO amused that I decided to code the engine again, from skratch, using a different data structure, completely throwing away the years spent at school for the sake of frames per second … but the game prototype is running really smoother now, so we have more precessing time for special effects, increasing DIT’s happynes by 34,15%.
In the meanwile Xevian is becoming a complete Guru in realtime rendering of planetary systems, celestial bodies and asteroids and DIT is writing an hollywood-production design document for Impact!, that will require the next 10 years of development to be completed, this because the project had to be really, really simple.
But we love him the same, bacause he just finished to upload another free “pack” into our downloads page. This pack, named “Stardust”, contains particles, animations, and other 2D stuff that we created to build the space arena of G … so, if you need stars, shields or explosions you may want to check it out!
Raven is in a secret misson in a secret country, so we can’t divulge any information about his current occupation, but we are confident that he will soon return with a luggage full of secrets that we will use for our evil plans of world domination.