Fractal Combat for Android is almost out of the beta testing !
The game will be free to play, it will run on both phones and tablets and it will require Android OS 4.0 or above.
Though we’ve spent quite some time optimizing for performance, hardware will still play a big role on the smoothness of the frame rate. So, your experience may vary, but hopefully it will work well on most recent devices.
Anyhow, stay tuned for a release within the next couple of weeks !
Here’s another teaser… a new character is coming into the scene !
…and boy, does he hit the gym ! (^^;)
All you need is an HDMI adapter ! ;)
Fractal Combat X (or FCX) has already been out for a few days.
The feedback so far is pretty positive, the the real success of the game will depend also on the press coverage, aaaand Apple’s positioning on the App Store/iTunes.
Will the game make it to the front page of the store?
We certainly hope so, but it’s not an easy feat these days, especially for those like us publishing solo.
Wish us luck 8)
We’re working on a sequel of Fractal Combat.. little time left, lots more work to do.
Stay tuned !
The reception has been pretty good.
The press seems to have a sweet spot for FF2 and both TouchArcade and BGR mentioned the game in relation to the iPhone 5 update.
BGR went as far as putting FF2 in their “Best apps for the iPhone 5″ list !
FF2R will also add Joypad compatibility. Joypad is a system that converts an iPhone or iPod Touch into a controller for a game running on an iPad. It works really great and it’s free! So, make sure to try that one out ..if you have an iPad.
Anyhow, with some luck, these updates should be out by the beginning of October.
This is the full game, but with a twist. Each play requires a coin and coins can be earned by beating a simple (but not too simple) memory game.
Check it out on the App Store !
If you’re somewhat bent towards development, or somewhat curious about it. There’s a blog post about some details on a couple of things that happened for the latest FC update.
Touching lightly topics such as: procedural vs compression, DCT transform and voxels as an acceleration structure.
A couple of excerpts:
What’s the tech angle on that ? ..it’s the shift from procedural to compression. Two things that are in fact closer than they may seem. They are both about synthesizing data from a given source.
For that raycasting I used a generic voxel structure. In this case, the ray is converted from world-space to the local-space of the object/voxel and again, a 3D line is (virtually) rasterized to select the voxel cells that contain polygons that may be hit.