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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #21
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    Quote Originally Posted by Xpand View Post
    ...XNA game studio that is free and you can find it here: http://msdn.microsoft.com/en-us/aa937791.aspx
    ...The only bad thing is that you have to have experience with Visual C#
    Fascinating. I happen to be primarily a C# developer. I'll have to have a look at this XNA studio. Maybe once I pick up an XBox somewhere. Thanks for the info!

  2. #22
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    Would you like to give us a hand? I would like to see a basic game with no complex physics and only one ship and one track at first and then something more complex, with time...

    On other news:

    http://www.4shared.com/file/m9lNmul-...test_game.html

    This is an example of a blender game...
    I made this using the Pulse's Harimau ship...
    But you'll notice some problems, for example: the HUGE amount of dlls needed to operate a 4 MB game...

    The keys are:

    S: Accelerator
    Q: Left airbrake
    E: Right airbrake
    Left arrow: turn left
    Right arrow: turn right
    Last edited by Xpand; 30th July 2010 at 10:51 PM.

  3. #23
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    Xpand: sure, I'm already making the game now ...
    I'll show you soon with a basic ship and track.

    Note: C++ and OpenGL here, without any Microsoft thing.
    Why? Because that way it's completely multiplatform.

    Quote Originally Posted by Sengoku View Post
    If anyone makes a new game, please put Endurance mode on it haha
    Sengoku: How about this: you start with one track, at the end of the track, it's
    already changed /morphed to the 2nd track, and so on.

  4. #24
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    Anyone doing the 2D(Plan) track designs?
    Xpand,I tried your test game. The game was quite drifty,one turn and you slide unless that is intentional.Another issue: the airbrakes.It feels like as though you could replace the left and right for the airbrakes as they turn a LOT
    Last edited by F.E.I.S.A.R; 31st July 2010 at 07:24 AM.

  5. #25
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    Quote Originally Posted by Connavar View Post
    Xpand: sure, I'm already making the game now ...
    I'll show you soon with a basic ship and track.

    Note: C++ and OpenGL here, without any Microsoft thing.
    Why? Because that way it's completely multiplatform.



    Sengoku: How about this: you start with one track, at the end of the track, it's
    already changed /morphed to the 2nd track, and so on.
    Wow, thanks!
    Well, as long as we can do this open source, so players can add their own ships. I think it's easier that way...
    There's also the matter of what type of model file extension to use... X files are nice, but there are some problems related to animations...
    This page talks about the Quake II's MD2 file format for C++:
    http://tfc.duke.free.fr/old/models/md2.htm
    There's also the MD3 files....
    http://www.icculus.org/homepages/pha...md3format.html


    Anyone doing the 2D(Plan) track designs?
    Xpand,I tried your test game. The game was quite drifty,one turn and you slide unless that is intentional.Another issue: the airbrakes.It feels like as though you could replace the left and right for the airbrakes as they turn a LOT
    I'm making one of the tracks.
    I have images of a track shown on one of my posts on this topic.
    About the airbrakes, that game is just an example... The real one would be like Connavar is saying...


    We still need graphics designers...
    Last edited by Xpand; 31st July 2010 at 11:35 AM.

  6. #26
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    Well don't thank me, I started this project without you!

    Open source is about the game code, and I don't think it helps in any way.
    The way I code it is very open anyway, because it's based on plugins,
    and open format files, so people could rewrite some of the plugins, example
    to have a better 3D renderer, or better AI, and add ships/weap/tracks easily.

    Right now I'm focused on:
    - collisions, and realistic reactions, in WO it's laughable
    - physics, including destructible environment
    - great gameplay
    - great AI: learns the tracks and learns from its mistakes and from the other
    players ... will learn shortcuts etc, but will also make mistakes and have a
    realistic reaction time, basically will act like a human player.
    - automatic tracks generator

    I got experience in each of those elements, so the result should be nice!!

    Not concerned with:
    - graphics: even without textures, it will look good enough as long as you
    have a GOOD PC, like Zone mode in WO. To me, gameplay is the top priority.
    - audio: FMOD, someone send wav samples thanks!
    - network: once the game is running, I'll think about it!

    Oh by the way, this game is not a wipeout game, more like an anti-grav
    racing simulator! So many things could be added later such as having
    characters in the game (real spectators) ... damn!

    MD2 and MD3 are good files for characters, here I prefer separate 3d models
    for each part of the vehicle, why? That way I can better define physics,
    animations of those parts, and they could go off etc, will be fun!

    I like the Milkshape format file, very easy to use!
    And it's also a great converter.

  7. #27
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    This sounds great mate +

    Have you got any info/screenshots online so I can have a look at your work? You should get a blog up and running and keep up posted on developments

  8. #28
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    Quote Originally Posted by Xpand View Post
    We still need graphics designers...
    Like moddeling 3D objects or like doing concept art?

    How detailed is the game going to be? More like WO2097, Pulse or Fusion? Or even more detailed than PS2 niveau? And yes, I know PS2 graphics are dated *but still: For a selfmade game one has to spend much, much time to reach the level of detail WOFusion features.

    I think it's very important to know the limitations of the game when making concept art. If I had the choice, I would also go for high resolution bitmaps rather than more polygons, if there's such a choince to make.

    In other words: If there's the need for concept art (rough and/or detailed) I would be happy to help if I find the time

  9. #29
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    Yes, we do need concept art... I make my tracks and ships with resonable polys for good gameplay and then add bitmapped details... Also bump maps... But the thing is that we don't have a definitive basic platform to start adding details...

    Oh and in an half hour I reproduced W3O's Porto Kora track from the plans from the forum, which is a great improvement since Atlantica is much simpler and took me twice the time to get to the same state...
    Here's a pic:
    Attachment 1889
    Last edited by Xpand; 4th August 2010 at 07:00 PM.

  10. #30
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    I'm all in for ship modeling, it would be easier if I had top/side/front views of ships though.
    What sort of level of detail we looking at?

    I'll be away for the next week, but should be able to help seriously after that

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