Yeah, i had a lot of space left over and realised i needed trees, and the tree texture was just so huge it takes up that much texture space just by itself :dizzy
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Hey everyone, more news!
I've just been taking a bit of a break from development but I'm now back. Dreadofmondays is working on branding and UI designs, those will no doubt be shared at some point soon. I'm currently working on improving the physics and optimizing the game further. Wall collisions have been a bit of a gray area for a while, if you haven't been able to slide over them then you've been lucky. I've fixed that which makes scraping walls a lot less risky and I'm soon going to be working on the hovering to fix a few issues with bottoming out (such as small impacts chucking your ship into the air). Since people have also complained, the next version of the game is going to have a draw distance slider so you're not stuck with a low draw distance if you don't want it.
The main focus for the next version of the game is to polish what already exists, add actual racing, start adding weapons, add more tracks and allow custom ships. There could possibly be the start of implementing the track editor into the game too (it's currently a separate thing). A release date is not being mentioned yet because I just don't know when it will be ready, but a rough deadline I want to meet is within the next 3 months. There might be a small release before then just to introduce the ship editor, we'll see though.
Just given it a crack and I'm loving the handling already. A slight tighten up but otherwise a really good base you have going. Superb stuff! I haven't played Wipeout in ages so it took a little getting used to the controls again but otherwise it felt almost like I was playing 2097 all over again. :D
Made this and proud of it B)
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@dreadofmondays
I love the style, this is piece of true graphic designer ;)
Reporting in just so there isn't a large space of time between now and the next thing.
Right now I'm working on a 3D menu, ship editor and track editor. The 3D menu will take a while because I'm having to program a system that can generate everything in realtime as up to now the menus have all been pre-made using the tools Unity provides which is very tedious if you want to create complicated interfaces. The ship editor already exists but needs to be moved over to the open source version of the project and it's the same story with the track editor but I'm re-creating it from scratch. I created a repository for the track editor, it's really bare bones stuff at the moment but I'll be updating it regularly.
Hi bigsnake, I wanted to say that I am impressed with your work.
May I ask you if you've ever considered developing an ag racing game as a full-time job? I mean with you and a team of other developers doing it for a living.
I would definitely buy a polished game with the physics engines and the ideas you're developing.
Anyway keep it up with the good work!
I definitely have, getting into gamedev full time is my future goal and being able to work on an AG racer in a team would be amazing! There's still a lot of potential with AG racers since it's such a niche genre that not many people have messed around with trying new ideas.
Has there been any progress on the CRT emulation code? I'd love to see it, if so.