Honestly, what else do you need?

Just some particle tests as we proceed with the development of our basic prototype.
The idea is to have some nice particle trails attaced to moving “objects”.
The more the object is dangerous, the more the trail will be visible, informing the player that a direct impact is a very bad idea.
We have a very simple damage calculation damage based on mass and speed, this value of potential damage (as it is now is simply the momentum of our objects) will drive the visibility of our “danger trails”.
At the moment we are building a better phisical model of our “tractor beam”; as soon as it’s working properly we will start doing some test throwing stuff at targets.
These tests will help us identify what damage values we are going to have in-game and from these tests we will get some nice statistics that will be the basis of our game balance.
Ok, I simply can’t stand having useless stuff on this blog anymore.
Here, I was preparing a nicer post, but there we go.
Drone starship! Animated.

We are working on a very simple game to better understand Unity.
This title will be the first game born from the ideas thet we call the “Lancelot Project”. Basically it’s the creation of a sci-fi fictionary world that we can use as basis and reference for some of our games.
This game will be an arena shooter where you can’t shoot, bad guys can. You can just throw stuff, so nothing new here, it’s G, with single player.
You know, one day you are full of coders working on your awesome engine, you almost had contracts with publishers , then in the brink of an eye … they are gone.
This crap is always about money (the lack of it) and trust (too much of it).
However with our plans completely screwed up again, we needed a plan B in order to continue pursuing our objectives.
Unity 3D is our plan B.
We dont’ have the resources to build our game engine anymore, and we were growing tired of some of the shortcomings of XNA, like the lack of “serious” portability and updates.
Unity is free, runs even an a wooden log, and best of all has already built-in all the tools and importers we were working so hard to build from scratch.
With little more then one coder left (one day I will enlighten you with the secret of fractional coders) this allows us to focus on doing the games we wanted to make, intead of just building tools and engines.
I’m removing some of the XNA-related content we had on the website, the guy who was working on that stuff vanished into thin air … and this makes us unable to answer you questions and requests on the subject.
We ‘ll keep you posted on Lancelot and the other stuff we are doing with the next update. :D