TinkerTech: Derby Pre-Alpha Demo Video

We are hard at work test­ing cloud ser­vices to deter­mine how best to get peo­ple bash­ing vehi­cles together in their browser. For now, Tin­kerTech is only playable on local net­works. So while we opti­mize our code and nail down our server infra­struc­ture, I wanted to get a video out to those of you who didn’t get to stop by our PAX East booth.

Par­don our mess, as the vast major­ity of our work is going into the back-end of this game. Expect more from us aes­thet­i­cally in the future. If you have any sug­ges­tions or other thoughts, please post in the comments.

For a longer descrip­tion of the game, please read our blog post about our visit to PAX East 2012.

I also want to say thank you to Shamus Young for post­ing about us on his blog. We greatly appre­ci­ate the kind words and friendly comments.

 

Trevor Sayre

Trevor is a licensed sky­diver and lover of bicy­cles. When not out and about, he works as an Inter­ac­tion Designer seek­ing good design and usabil­ity above all else. More PostsTwit­terLinkedInGoogle Plus

1 comment on this post.
  1. Transition to 2D Vehicles – Why and How | Gradient Studios:

    […] Tin­kerTech Derby is a pretty fan­tas­tic con­cept, but we ran into a snag. We encoun­tered severe per­for­mance issues because we were try­ing to use 3D physics engines writ­ten in Javascript for a real-time online mul­ti­player game. Not nearly enough com­put­ers are capa­ble of run­ning that game as it was with any latency present. We decided that, if we were to con­tinue with the orig­i­nal premise of the game—and we really want to, because it’s really cool!—we would have to drop the third dimen­sion to our physics sim­u­la­tion. For­tu­nately, the 2D game­play is still very fun, and the core idea remains strong. […]

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