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333544 Posts in 10745 Topics- by 8466 Members - Latest Member: qissy52

February 09, 2010, 07:06:45 AM
TIGSource ForumsCommunityFeedback (Moderator: Guert)Project Aftershock - Indie Multiplayer Co op Sci Fi Racing Game
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Author Topic: Project Aftershock - Indie Multiplayer Co op Sci Fi Racing Game  (Read 5150 times)
yapdakilla
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« on: February 18, 2009, 08:01:14 PM »

Hi guys,

Just wanted to post a project I'm working on with a friend of mine called Project Aftershock which is multiplayer co op racing game. Still in its early stages as we have yet to include gameplay elements to it. However we posted some screenshots here at Flickr:



And a roundabout video tour of the first track work in progress:

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Kegluneq
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« Reply #1 on: February 18, 2009, 08:09:19 PM »

Wow that is one beautiful looking game! I hope it works out for you!
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Hempuli‽
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« Reply #2 on: February 19, 2009, 03:57:32 AM »

Looks awesome! But that is one hecka long track, took over 3 minutes for one lap! :D
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« Reply #3 on: February 19, 2009, 04:07:55 AM »

looks good, reminds me of megarace a little, heh
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null & void
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« Reply #4 on: February 19, 2009, 04:11:25 AM »

SO PRETTY. Keep us updated on it, I wanna play this sooo bad!
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Alex May
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« Reply #5 on: February 19, 2009, 04:33:26 AM »

looks good, reminds me of megarace a little, heh
Haha, a classic game that would have been absolutely nothing without its presenter.

If you guys can get a megarace-style presenter in there, definitely do it :D

edit: as for the video, I think it needs more speed to it! Maybe this is why it reminds stephen of megarace - that game was fairly slow paced. It looks lovely though, in terms of art, the way the shadows fade in is slightly disconcerting - maybe use some kind of low res shadows for further-off objects? In terms of track design, I'd like to see some more interesting tracks than most race games, maybe with some big open areas or lots of splits and rejoins and stuff.
« Last Edit: February 19, 2009, 04:38:39 AM by Alex May » Logged

LtJax
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« Reply #6 on: February 19, 2009, 04:49:44 PM »

This looks awesome. What tech are you using for that?
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yapdakilla
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« Reply #7 on: February 19, 2009, 07:08:12 PM »

Hi guys thanks for the feedback so far.

Looks awesome! But that is one hecka long track, took over 3 minutes for one lap! :D

The craft speed has been lowered to make it easier to record the vid otherwise I'll be bumping into corners everywhere I go. Also we'll be making shorter and smaller tracks as well.

SO PRETTY. Keep us updated on it, I wanna play this sooo bad!

Definitely, once we're done with the first level it will be released for free for testing. Smiley

looks good, reminds me of megarace a little, heh
Haha, a classic game that would have been absolutely nothing without its presenter.

If you guys can get a megarace-style presenter in there, definitely do it :D

edit: as for the video, I think it needs more speed to it! Maybe this is why it reminds stephen of megarace - that game was fairly slow paced. It looks lovely though, in terms of art, the way the shadows fade in is slightly disconcerting - maybe use some kind of low res shadows for further-off objects? In terms of track design, I'd like to see some more interesting tracks than most race games, maybe with some big open areas or lots of splits and rejoins and stuff.

Lol megarace, havent heard of that oldie for sometime now. Dont think we'll be doing a megarace-style presenter though. As for tracks there will definitely be more varied in time to come such as racing undersea and so on.

This looks awesome. What tech are you using for that?

Well we use Ogre3d as our rendering engine and built our game engine and level editor on top of it. Tools used to build the art assets are Blender and GIMP.
« Last Edit: February 19, 2009, 07:15:34 PM by yapdakilla » Logged

Javet
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« Reply #8 on: February 19, 2009, 07:10:48 PM »

Mmm... tasty.
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I do music for games. I can do any style, from chiptune to epic. I love to do 8-Bit and I can also do midi.
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OverwatchTM
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« Reply #9 on: February 19, 2009, 08:00:13 PM »

Looks overly-pretty and impressive for an indie game!
I hope all goes well. Can't wait!
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Kegluneq
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« Reply #10 on: February 19, 2009, 08:02:25 PM »

Curious, how is it gonna be co-op?
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bluej774
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« Reply #11 on: February 19, 2009, 09:58:09 PM »

Wow!  That's Ogre3d!?  I would have expected Doom3 engine or even Unreal 3 engine (if it wasn't for the hefty license fee).
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yapdakilla
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« Reply #12 on: February 20, 2009, 12:23:14 AM »

Curious, how is it gonna be co-op?

You will see when it's released :D.

Wow!  That's Ogre3d!?  I would have expected Doom3 engine or even Unreal 3 engine (if it wasn't for the hefty license fee).

Yes its Ogre3d. We cannot afford Doom3 or Unreal3 thats why we're using Blender and GIMP in the first place. So far theres only 1 sunlight in the world or our game engine. Will be adding more lights when the need arises.

We have been posting updates on the Ogre3d forums for some time now at:

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=37377
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sereneworx
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« Reply #13 on: February 20, 2009, 03:35:36 PM »

Amazing, I really can't wait.
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Candlejack
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« Reply #14 on: February 20, 2009, 03:38:56 PM »

Wow!  That's Ogre3d!?  I would have expected Doom3 engine or even Unreal 3 engine (if it wasn't for the hefty license fee).

You should know by now that Good Graphics + Indie = Ogre3D.
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