We’ve posted a video of me playing one of the Online Bonus Challenges in Hustle Kings on Vita. I went for Pocket Timer which requires you to pot 15 balls as fast as you can. The time you take is then posted to an online leaderboard so you can compare your time with your friends and the world. Watch the video to see how I got on, and then boot
So now we can explain why we’ve been so quiet over the past few months – we’ve been busy working on the new NGP version of Hustle Kings, which will be available as soon as the console is released at the end of the year. The NGP is a really cool piece of kit, and the dual touch screens are going to make for some awesome games! Not to mention,
So, I’ve talked about how we render the balls in Hustle Kings, and how we achieve most of the lighting. The remaining thing that gels everything together are the shadows that the balls cast onto the table. We could have quite simply implemented these with drop shadows, small quads in the x-z plane rendered slightly above the table, with a radial alpha gradient. However, this would really not have looked anywhere near
In my last blog post, I talked about the ball rendering in Hustle Kings, and how I used a per-pixel ray-cast and pixel coverage value to produce infinitely smooth balls. The pool balls are obviously going to be the primary focal point in any pool game, but it is equally important that the rest of the scene looks just as impressive. There is no point having some parts of your
I remember when screen-shots and trailers for Hustle Kings started circulating back in the summer of 2009, many people were speculating that the pool balls were ray-traced. Of course, the astute out there will have quickly realised this not to be the case, but it got me thinking as to how a bit of thought can make something relatively simple look really ace.