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Will there be a multiplayer-mode btw?
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Nothing textured and the modeling isn't done either but this gives you a fairly good idea of what basin park tracks 1 and 2 are about. Slowly climbing up the hillsides with models... running out of inspiration I think I need to have a run through my archives for cool buildings to take inspiration from.
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Zone mode design, huh? ^^
I really like this design of the hills and the buildings in between. Next to the buildings, don't forget some sort of vegetation.
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hehe just thoughts some colors would be a nice touch XD as for vegetation it will definitely be there I won't use 3d models for trees and such though as that would be too much work in vain. after all you wont even notice the difference at speed. But yes there will be vegetation. and about that I have decided to place it somewhere in the south china sea, Vietnam or Thailand.... somewhere like that just to give you an idea of what kind of vegetation we're talking about.
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Oryx, how the hell you use blender like that?
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Blenders not too hard once you get to know it- the UI change post 2.49b helped a great deal.
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aye just as you say aspect, also well it does take a little bit of time to get going but once you come to terms with the program and and start to get a feel for it it isn't that hard. that being said though I haven't completely learned the program yet. there are still things I need to figure out... like why sometimes faces get turned upside down :D
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I took a long break from programming recently since my new machine came... u know... Crysis and other stuff got in my way :P So I've made a script which makes a simple calculation and based on it I can check whether my ship hits hard a wall with its nose xD What it does generally is just saving ship's previous velocity every 0.1 sec and checking whether difference between actual velocity and this previous one is larger than 200 units :) Easy as cake and written on language lesson xd (in 30 minutes you can check it in action here xd) I'll make the same for side hits.
Oh, and I have "Barrel Roll" function written in my notebook so I'll make it maybe today :g
btw. Anyone has anything to do with sound effects? I'm pretty short on those :P
btw2. Xpand, do you want the newest version of this project? Becouse it's much easier to set-up ships in it than in previous versions :) Just let me connect some things back and I can send it.
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Looks cool, but damn, the ships are still too small! :frown:
You can send me the project if you want. I can make some particle textures for sparks and stuff like that too...
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I'm bored as hell and yet I can't think of anything.
Republika and Direcktor.
http://i.imgur.com/IMkID.jpg
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The weapons sound interesting. Is there an explaination on what they do exactly [at least for Repulse and Clock]?
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Actually, that looks perfect to me. With the demo you gave me, I felt like the ships were too big.
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Repulse are WO Pulse's Repulsor. They create damaging force field that push surrounding opponents away around the user. I make an icon of it because of how un-dodgeable Quake was.
Clock is WO3's Clock. It prohibit lock-on weapons like Missile (and by current extension, leech beam) from locking at the user. I'd love it making the user do more damage when ramming other ships just for gimmick-ery sake though. ninjabuttrapelololol
Oh yes, why not make it actually render the user's weapon lock-on hidden from the victim? That would make it more viable.
But will, or how we implement these weapons in the game is up to others, not me.
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I don't have anything so far to do with weapons or anything but I like the style of logos proton so I was thinking you could give making logos for all the tracks a go well all the named tracks, (I have tried but my inspiration is in short supply and the logos came out completely crap) that's to say: Cassandra, Draco Cavernae, Basin Park, Basin Park Hill and possibly Atlantica. those are the tracks I know of anyway. also I like the SGX logo is there an svg file somewhere I could have my hands on? I'd like to test it out on the cover art.
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Will look into it Oryx! :)
[Here's the SendSpace link for a .svg file you asked. Included Quake icon.]
Can I get a summary of those track (ex: How is it like) I've to make the logos of?
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Cheers proton!
Ok so Cassandra is a mediterranian seaside track, quite technical, not unlike vineta k in it's setting and track type.
Draco Cavernae is the test track for the Amphithere team it's built in a wooded area by a lake with the teams headquarters attached to the track. It's a wider and more straight forward track than Cassandra but it features a unpaved section of track and some fairly tight corners.
Basin Park is a track laid out in a seaside park district in a big south-east asian city that climbs the hills of a coastline so if features a track that follows the natural geography of the area with a mix of inner city and park environments.
Basin park hill is a track that is located in the same area as basin park but instead of following the natural geography it sits on top of the the buildings and above the park making a turn into a tunnel in the mountain to the west of the park.
hope that gives you an idea :)
Also somewhat big news: Covox (this is his soundcloud account: http://soundcloud.com/covox) liked the idea of being on the soundtrack (!) I've yet to answer him anything but I'd urge everyone to have a look through his tracks and see if there is any one of them you particularly like. I like attack vector and Jet alone myself.
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Nice pictures, especially the last one looks cool.
Great thing about Covox, Oryx! I'm checkin' his music now.
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Well, about music: This music is AWESOME but I don't see (or hear) it in racing game, more shot-em-up like games :g
(this one made me want to make one: http://soundcloud.com/covox/sulumi-c...remix-by-covox :P)
Xpand: I like the direction this track is going :D Keep it up!
As for barrel rolls in SSGX... wow, this one is nice piece of nut to crunch xd And sound effects are hard to implement too when you want to avoid some things... oh, and I'll have to add 8x2 rays to ships what will decrease game's performance a bit.
btw. (still I don't know how much room I have for improvements in my source code as I don't have this Unity-Pro "Profiler" which shows what (and how much) takes PC's power so you can ignore message below if you want as it's a little harsh :?)
Low-end PC users: I'm sorry but I won't cut game features just to keep it playable on slower computers because I want to make this game good and stable just so players have a nice time playing it... I wonder if there is a developer in the world who won't meet his dreams just because there are (sorry for formulation) "exceptions" on this planet who'll want to play his game too. What worse even if he do cut them it won't get to larger part of players because many of them want to get to higher level with their machines, what follows is decreasing number of low-end PC users. Just my opinion, nothing to offense others.... said too hard? Sorry again
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about covox's music I think many people have different opinions about what is racing music, I like to have some of covox's tracks on my wo list but I understand if others wouldn't, my thinking is that with a wide variety of tracks in the game you get a flavour that suits a lot of people, if maybe not every track but you know what I'm saying. Whatever the case though I'm honestly stunned covox even answered back XD