Hey,
I'm new around here
You can find my introduction here
http://forums.tigsource.com/index.php?topic=45.msg310536#msg310536 if you'd like to know who this newbie is.
I started integrating BulletML
http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html with the bullet physics engine
http://www.bulletphysics.com/ on the iPhone. I can't get anywhere near as many bullets on screen as I can on the PC but I think I've got enough to get a game out of it. I may in the future do a PC version.
BulletML is a beast and I think the C++ implementation is a little bit more complicated than it has to be (or rather, I'm a bit dull to understand it properly!) but it's A LOT of fun to develop with and I think it works quite well on the iPhone.
Originally this was just a implementation prototype to learn BulletML for another game I have in mind for the iPhone. But I saw a game growing out of it so I just rolled with it.
BulletDanceThere will be no shooting in this game from the player. I'm keeping it simple and distilling it down to bullet dodging.
Game ModesStandard
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Survive the round by not getting hit in the time specified.
Time Attack
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Reach and touch all bullet shooting antagonists in the quickest time possible.
Survival
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How long can you go?
Misc info- I plan to implement leaderboard scoring.
- Controls will most likely be a virtual analogue stick (even though I hate the lack of tactility). In addition the analogue stick will get a partitioned off part of the screen (I hate having fingers get in the way on the iPhone)
- iPhone orientation is still undecided. But at the moment I'm leaning towards portrait.
- Theme\art direction is currently being nutted out. Expect love hearts.
Feel free to ask questions or feedback (although there's probably not much to go on based on this post)
There's a little bit more implementation details in my blog if you're curious.
I'm also developing another game concurrently but I don't have much to show for it right now. When I do I'll be sure to post about it!
Bino