Can you explain a bit more about what you mean by 'Open World'? That's something I associate more with RPG type games.
Can you explain a bit more about what you mean by 'Open World'? That's something I associate more with RPG type games.
Need for Speed Carbon/Most Wanted, Test Drive Unlimited, Burnout Paradise... (something like that) but environment futuristic of course :)
Well it certainly sounds very ambitious. That's kind of what I thought you meant, but it's difficult to imagine it, because it would be a bit like F1 cars rolling around on the streets. I'm sure there are ways around that though.
I can't help but feel like initial attempts would be best focussed on something simple though. Things like this tend not to get very far. People will put a lot of effort in individually but without a clear idea on exactly where it's going. Just as a suggestion, the idea sounds cool, but perhaps it's best to take things one thing at a time? I'm not involved so you can feel free to ignore me, I just feel like it would be better for maintaining people's motivation if there could be some kind of early finished product, even just a simple one-track mini-game with basic models that everyone can download and fly around. I'm still not sure I gather from the thread what the initial plan is for the first end product to be here. Has that already been mentioned somewhere?
Don't know, but fell the same... where are we going :|?:dizzy
btw. My work won't go to trash if not used in game, it fills my portfolio with months (maybe years:)) of good job8)
Well, I was aiming at something like WipE'out". A little bit more simplified, perhaps. The only problem we have right now is making a program that will run the models. Then you just add more stuff. I'm leaving OpenGL and focus on DirectX, due to its simplicity. The only problem I have in my personal life is lack of free time. And the time I have for myself isn't even enough to start the search for DirectX tutorials.
I agree with saturn you are needing a development plan.
As for Direct X...I would be careful if I were you mate, there are dragons lurking there :D ..even an experienced programmer would have difficulty jumping right into Direct X programming. I would jump on the XNA bandwagon if I were you, free compiler and sdk...and even a racing starter kit!! :D Great place to start! :+
You could change the car models and make them float...change the track...your there!!! :D :+
OMG i just came up with a genius idea what if the wipe-out crafts arent really floating like we see in the game they might be standing on an invisible surface and benath that is a ground which makes us think we are floating but we are not so perhaps this can work for our game
I.E
Green=invisible ground it is like a jelly so their is no grinding of the craft
black=not solid ground but it makes us imagine we float ground
Ship Floats on invisible jelly here
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So really the crafts might not be floating and they may use their thrust to push them along however the grounds property makes the invisible ground like a jelly which will allow no grinding of the ship nice idea huh?
Regarding keyboard controls, there's no reason to set them up differently from the console games' controls. Use the arrow keys or WASD in place of a crosspad, with Enter or Escape being the pause menu, and put the thrust and weapon functions on the opposite side of the keyboard, with the left and right brake keys on either side of them. Here's the configuration that I've always used for the PC and emulated versions:
Arrow keys = Pitch and rotation
Left Shift = Left brake
Spacebar = Right brake
X = Thrust
Z = Use weapon
S = Drop weapon
D = Change view
Left Control = Rear view
C = Hyperthrust (in Wipeout 3)
Enter (or, more recently, Right Shift) = Pause
Of course, the keys should be user-definable, and not locked into a predetermined configuration. But I figured that it would be helpful to post a configuration that I find comfortable to use. Arrange your hands on the keyboard to line up with it; it works quite well.
Perhaps Someone can like make a modified keyboard for the game?
No... The floating effect is made with auto-playing animations. The ship's physics are just like any other racing game with the difference of having a bit less grip on the track.
Also, the ships stand higher on the track because the model is positioned above the XoY plane, or the reference datum on the compiler tells the program to place the model a bit higher.
I have the XNA compiler installed. It uses DX too... The only difference is the exported files. I wanted at least the textures to be editable (bmp or tga) and not as XNA texture files...