Volo Airsport

Follow the development of Volo – A game by Martijn Zandvliet

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After a bunch of play-testing I’ve gathered some notes on what works in the current level and what doesn’t. Eventually these notes should turn into a sophisticated set of guidelines for Volo levels, but right now they are just little scribbles. Here’s a shot of the island geometry used in the latest playtests: Graphing flight [...]

(Shame on me, and egg on my face; this blog needs a new post so very badly.) First, it’s video time! This is a new level I created for the Think Design Play conference, where I was showcasing my game last month. It’s an 8km square island with a large peak and some valleys. I [...]

Completely out of the blue, here’s something I’ve been working on for the past month or so that might interest you: The above landscape might seem like a single, solid piece of geometry, but it isn’t. Instead it consists of many smaller peaces that are seamlessly stitched together as you move through the world. How [...]

Volo Modding

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Wooh! Exciting techno-mumbo-jumbo coming up! Unity’s game object system has a base-class called MonoBehaviour, and every script you want to use in your game scene has to derive from it. Thus, you use it for everything, it is your hook into everything that is Unity. Mod makers for a Unity game would need to write [...]

Drawing Plans

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Long time no blog, high time for an update! First off, here’s the trailer I made a while back, it conveys a lot about the current state of the game: Volo Trailer. (You’ll have to forgive me for not embedding the video, wordpress won’t let me for some reason.) I did an experiment with Unity’s cloth [...]

Whoo! Volo just got featured on Rock Paper Shotgun! Many thanks go out to mr. Rossignol. And if you just came here from that article, thanks for your interest! Stick around.

Ack! Forgot to post this new video on the blog. Here you go: Youtube: Splitscreen Multiplayer Preview

Video  time! This one shows of some quick footage of flying relative to other players. Relative Work I’ll post more stuff this week, promise!

High time for an update, methinks! Non-Technical stuff I have been demoing the game to more and more people, and I’ve been streamlining the feel of the game according to the feedback I’ve received so far. The design principle I’m trying to use is something you can call ‘layered complexity’. I’m making sure that the [...]

I’ve been a little too quiet lately! Here’s a collection of Volo-related tidbits that have been going on. Playtesting Over the last couple of weeks I’ve put the game in the hands of a bunch of friends. They played a slightly more updated version of this: In short, they loved it! This is the first [...]