Oh, can I help if there's room? I want to create one of the racing teams.
Oh, can I help if there's room? I want to create one of the racing teams.
zero3growlithe: "Someting is finally moving on this thread": what's that supposed to mean?
BTW here are a couple of old concept drawings that I talked about.
Those sketches are absolutely awesome! The colours are perfect!
Solaristics: Thanks, its a shame I can't directly post larger images, these are a bit too low res. Here are four more below.
Like I said, I want to get away from the shadow of WipeOut style ships and break some new ground.
Some crits on your logos:
I like Antishock, Multicom, ZR and Core.
Human I find I dislike because the 'legs' of the logo are too tall. Perhaps shrink them so the logo is not quite as tall.
Motion Forward I dont 'get', as the company has a square logo when they do aerodynamics, which seems a bit off. But that could just be me. I do like the colour orange though in this logo.
Worm: I dont know what vector graphic package you are using, but if you can, round off the ends of the swirly logo so you dont have sharp right angles mixed with rounded text (to maintain consistency in logo/type).
Overall, it may be good to make each logo fit in the same square dimensions, as this makes them easier to use and place on textures- for example, can you reduce the antishock logos height to match ZR? I think it may make it look better.
But smart stuff!:rock
Hey, thanks for the criticisms. Definitely need as much of that as I can get.
I completely agree with you on the Human logo.
Motion Forward I'm going to drop/change because I'm sick of the sight of it already haha.
I also had this dilemma when creating Worm. I did try the rounded ends but the logo didn't look as sharp and pronounced for some reason. I'll give it another try though and post the results.
Your sketches are amazing. The third one, Ship5ared is my favourite. LOoks like something from Akira the animated film. The ships look a lot more fragile and susceptible to damage. I don't see that as a bad thing, either. I think it could give the game a really cool feeling.
Have another sponsor:
Teddy Bear Refreshments:
Provide food between races.
http://i56.tinypic.com/30tnhv4.jpg
Great logo, nothing other than to say GREAT WORK!
And thanks for the kind comments about my designs.
I made a awesome team logo! Zero, does atlantis have a logo yet?
This is Xpand's track. Ask him.
Atlantica.
No, it isn't... I can't seem to texture the track correctly in any way... :|
I'll just go ahead and continue the cassandra track model...
Hey it's been one year since you started this thread =)
I have to say that looks amazing dude you should keep it on.
You could even sell it as a game xD Joke
can I ask what year in the future this game is set?
My game would be set around the 2030s. I am not sure what year the 'proper' fan game WipeOut is set.
Solaristics, use edit button next to quote button to conserve space and give moderators less work to do;)
Aspect, next to "something is finally moving (...)" there are words "more than usually" from which you can conclude meaning "thread pulse with life again"
btw. Unity is not so bad when i'm digging deeper and deeper into programming. I've even an idea on how to make good ship physics which i got fromv playing Little Big Planet... lol :lol
Man, I'm still a noob with logic! Textures, I made water (but no movement (I can with RHINO, maybe))!
Got the charging shot script working. Player presses a key and the shot strength increases- release to fire. Shot strength is taken directly from the batteries.
To do- have a regular shot value (so if you press fire you get a weak beam instantly rather than having to wait).
And feisar rocket, everyone starts out somewhere- whats the problem?
1. Not shields? What will batteries be for, weapons? Now it's like XG3. Shield pits and recharge strips = more thinking. I like that.Quote:
...Shot strength is taken directly from the batteries.
...whats the problem?
2. Everything...
About rhinoceros i can say one after going to maya... this program is completely not for making games!!! When i think about how long it took me to make a track in rhino and how i made it, and i see how it can be done in maya... my hands are dropping on ground with my jaw XD
Maybe it's easier to learn, but it's AutoCAD for making architectural models, so i think that you better stay with blender :) More possibilities :rock
(and you won't make a moving water in rhino as i saw that it's two same textures with bump mapping enebled moving in opposite directions :D... in rhino you can't make texture move :paperbag)
I heard Rhino works with nurbs. That sometimes causes simple things like a box (which in all other 3D CAD software has only 6 polygons) to have too many polygons for a game engine to run properly.
But you can later convert it to mesh and using plug-in called "Reduce mesh" do what it is supposed to do, that is reduce poligons if you need when you don't reduce it during converting, but it is rather silly plug-in as it's reducing abilities is... bad. That's why my tracks are simple to make my hand work reduced to minimum and to make them less resource hungry :D I've uploaded Alphard someday so why don't you check my poligon work ;)
feisar rocket> For me at least, each weapon has an independent power supply or magazine. Once its depleted the weapon or device is useless, but you can 'drop' the weapon and it will act like an obstacle as it falls.
Also, unless the player has a shield device in their weapon slot, each ship uses its armour and structure rating for combat. I am looking into having destructible ships, with armour being destroyed first and the ship exploding if the 'engine/core' is hit. Weapons can be hit too- some weapons have fuel tanks that explode when struck. This may be a good way for smaller ships to deal with bigger ones.
What I want is to make weapons and devices to play a more central role and make them special, and make the player make more tactical choices.
And fire away with logic problems- I can probably help you with most things.
zero3growlithe> Rhino is rubbish for low polygon work. Stick with Maya, 3DSMax or Blender. And I'm glad you are getting on with Unity, I look forward to seeing what you come up with.
Small update: polished the charging code some more, so now the player can tap the fire key for a regular shot, or hold it down to charge the laser. I've also rigged some output text for "charging', "firing charge shot" etc.
Everything! I understand a few (ray, radar) but... thats not enough...
I like the fact you can dump but armor? How do you repair? With batteries, have recharge strips. The ship uses batteries as fuel. Run out of juice, you just stop and use a e-pack(If you have it), get 25% more batt.
Shields low, batt low. What do you choose. Battery? Don't crash. Shields? You better hyperboost.
Three things, shield, fuel, ammo... things got interesting!
feisar rocket:
For a bit of logic education go here: http://www.tutorialsforblender3d.com...gicBricks.html - some things are out of date (for 2.49b) but most is OK to use. Once you are familiar with what tools you have it becomes easier to break down problems.
BTW this website also has tutorials too- go explore!
For a good help forum go here: http://blenderartists.org/forum/foru...and-Discussion
And play! Do what I am doing: I break down each task or ability I need and work on them individually- keep on refining them and you will get there!
Blender is not perfect but the current system allows you to prototype stuff very quickly- try to think of your problem as logic blocks, break it down and try it! You lose nothing for trying, and since its visual you can see what is working.
I started out with nothing too, best advice- keep at it!
Re game mechanics:
Armour is armour. Once its destroyed its gone- this forces the player to be more evasive (thus you must choose- risk the racing line or play safe?).
Weapons have an independent power supply: the trade off is once they have no more energy/ ammo no more weapons. Use them carefully! The more powerful a weapon the less ammo it has.
Ships draw power from a reactor. I am thinking of having another gameplay mechanic for this: imagine a box with a ball inside. If the box is shaken too much the ball touches the outside and boom! Depending on the ship, players must avoid crashing into the track, too harsh a move or being shot or the 'ball' starts to rattle around. This would reward smooth flying. Obviously beginner ships would be forgiving but the more 'pro' ships (which are faster/ weaker etc) would get increasingly more dangerous to fly as a trade off.
Shields only exist as a device like weapons do: i.e. they have to be chosen at the start of a race (so do you choose defensive or offensive kit?) Think of it as another layer of (optional) armour.
I'm still debating with myself about doing the above or having a more traditional charge strategy. What I would like to avoid is the WOHD race leaders absorbing weapons and leaving nothing for the rest, or crazy stunts (like barrel rolls)- an unstable reactor would mean such things would only be possible from a beginner ship.
Also: I want to have visual cues: for example, I am going to have a deployable camera drone for each ship- so you can see if anyone else uses 3rd person or 1st person. Badly damaged ships trail smoke (hopefully)- this can be used as a smokescreen for pursuing ships.
Lastly: weight. Weapons have a weight (mass) value. Larger weapons are therefore heavier and slow you down. Pro players may opt to have no weapon at the start (trading defence/offence for speed), meaning newbies can shoot them down or damage (slow) them. I could complicate things further with having variable ammo loads at the start- i.e. have a good weapon but only have half the ammo (thus having half the weight to carry). This could go for armour, (different types = different weights /damage resistance to certain weapons, e.g. composite armour is best for rockets, ablative for laser etc).
Why am I thinking of WipEout Fusion and Fatal Inertia after there was the Very Stable grade ships for beginners and Very Unstable grade ships for experts?
Aspect, I mean fuel for the ship. Have a refuel lane and a pit lane. Also, thanks!
So a good laser shot in the thruster is a insta-kill?
Wait weapon pads activate a onboard weapon and you press "stop firing" and puts away the weapon... untill a laser shot burns it :D
Hi all. I think this is a great idea. How far have you gotten? I can 3D model and i'm a beginner programmer in C++ so if you need any help.:)
apemax> hi there, thanks for taking interest! This project (for the most part) is going well- I think everyone is kind of doing it on their own but sharing what we do. I know Xpand is trying to do some C++ programming (and OpenGL), so if you get anywhere, you can PM him or post what you make here. I think you may be interested also in those who are using Unity 3D (which I think uses C++ too).
And we all like pretty pictures:P- show us some designs!
I myself am sticking to Python/ Blender for now, and doing a project which is WipeOut ish. At the minute I am scripting the code that will run my game.
Yeah show us what you got!
My programming isn't going well. I'm on the 3D models section too, mostly on ships, but I have a track on the making! :nod
@Aspect, No, there is no C++ there... sorry apemax:paperbag C# and Java Script is used there :)
Hey, look what I found for blender!
You'll see how weird this is..
If I can find out how those materials work! Man! That would be a huge step foward in the graphics department!
It opens with 2.49a..
Looks nice, but on my computer (GeForce GTX 460 with a Core 2 Extreme processor) its very choppy.
Jup, it's really hungry for resources (4fps on my netbook XD) Even game with great graphic and shadows i'm learning programming on has 10fps :hyper (it's not like i'm programming all time on my netbook :g Just testing...)
btw. Aspect, nice equipment you have... my Geforce 7600GS sucks in comparision with yours :cold
zero3growlithe> Thanks! I decided a while ago to get a decent PC for a change. I did have 2 GeForce 8800 ultras until one broke, and the other got stolen when I took my PC in for an upgrade, so I was given the 460 free (:g).
And I often use my wifes netbook for Blender- and that is VERY underpowered- it has an Atom processor with intergrated Intel graphics, which took 15 minutes to OPEN the file, and then crash:blarg
I just have to go easy on any eye candy when my game comes together!
@Rotational_aspect, Xpand: Hi. I have a idea in mind for a ship i currently have built up in Lego that i plan on making in gmax so i'll post my progress of that. I'm currently learning SDL and openGL too along with C++.
@zero3growlithe: oh well i can always 3D model if anything else.:) You never know i might even start up a C++ version if someone else doesn't...
Look forward to it. Got any photos of the Lego model? I've seen some amazing Lego work about (just an example) http://www.brothers-brick.com/2011/0...n-angle-a-day/
@Rotational_Aspect: No worries mate :) I gonna get this soon :D (the one with 12 cores that is overpowered but i'm getting ready for future projects :g And i'm sick of waiting for rendering to finish :D)
I don't have any pictures of it at the moment (still putting the final touches on it.) but i'll post a picture when i take one. You can also find some of my more recent lego models on my blog here: http://apemaxslegomocs.blogspot.com/
That costs like £7000, better start saving zero!