pmprog
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« Reply #60 on: November 10, 2015, 12:46:19 AM » |
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Looks great!
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Rilem
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« Reply #61 on: November 10, 2015, 03:10:28 AM » |
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Bombini
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« Reply #62 on: November 10, 2015, 05:08:49 AM » |
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Super cool!
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grayhaze
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« Reply #63 on: November 10, 2015, 09:10:28 AM » |
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Loving the look of that most recent screenshot and the particle GIFs. I think the name as it currently stands says everything you need to say about the game without saying anything that you wouldn't want to. I may be a bit biased given that I suggested it in the first place though.
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Rilem
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« Reply #64 on: November 11, 2015, 01:08:06 AM » |
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<3 Working on an underwater themed track now.
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Rilem
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« Reply #65 on: November 11, 2015, 07:30:57 AM » |
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Also working on a loop. for this track: Working on a lot of stuff!
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Rilem
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« Reply #66 on: November 12, 2015, 12:19:30 AM » |
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Basic online multiplayer is working. Aww yeah.
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JobLeonard
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« Reply #67 on: November 12, 2015, 01:33:13 AM » |
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Oh god, that winding-up-before-release is almost PERFECT. It communicates silly, over-the-top kineticism.
Are you gonna add more stuff to push it over the top like a bit of squash-n-stretch, increasing vibrations before release like barely contained kinetic energy waiting to explode, and kicked up dust?
You know, like
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Rilem
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« Reply #68 on: November 12, 2015, 01:53:34 AM » |
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yessss
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JobLeonard
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« Reply #69 on: November 12, 2015, 02:34:03 AM » |
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Rilem
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« Reply #70 on: November 12, 2015, 07:42:55 AM » |
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must go fast
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JobLeonard
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« Reply #71 on: November 12, 2015, 08:30:20 AM » |
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How are you going to avoid the "hardest level in Aladdin game" effect of not seeing what's coming?
I recently wondered if maybe the "pseudo-fisheye compressed edge"-effect used in Passage could be a way to see far ahead while still have stuff zoom by once things get closer, but maybe the compressed edges would pull too much away from the sense of speed.
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Rilem
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« Reply #72 on: November 12, 2015, 10:41:38 AM » |
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How are you going to avoid the "hardest level in Aladdin game" effect of not seeing what's coming?
I recently wondered if maybe the "pseudo-fisheye compressed edge"-effect used in Passage could be a way to see far ahead while still have stuff zoom by once things get closer, but maybe the compressed edges would pull too much away from the sense of speed.
The way we fixed that for now is offset the camera by a value based on the speed of your car. So you can see ahead. We also zoom out if you go faster. Works quite well. Also once you've done a few laps, you start to master the track and remember the layout.
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Rilem
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« Reply #73 on: November 13, 2015, 04:17:35 AM » |
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Another track mockup: I'm spriting them all tiling horizontally because we're using the unity beta smart sprite tools to build the tracks.
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naezith
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« Reply #74 on: November 13, 2015, 04:27:25 AM » |
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Looks a lot of fun! Loved all the art and the motion blur.
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Rilem
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« Reply #75 on: November 13, 2015, 07:04:37 AM » |
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Thanks. So I've made mockups for 4 different tracks now. Next week I'll start blocking those tracks out in unity. For now I'm switching back to weapon development, because we need to get the guns and explosions in-game asap.
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blekdar
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« Reply #76 on: November 13, 2015, 08:44:27 AM » |
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Alright, I can't believed I missed this project on here.
I love the idea, looks great. Question regarding weaponry, is blowing up opponent's vehicles going to be actively encouraged. Is there any downside to being constantly on the offensive? If so, how can you defend yourself or dodge? Like, can you boost out of the way, or use jumping jacks like out of speed racer?
Wait hold on, actually jumping jacks would be supremely awesome.
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Cranktrain
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« Reply #77 on: November 13, 2015, 11:41:04 AM » |
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Brilliant looking missiles. I think it's the pixel-y particle effects and the motion blurring that makes this really stand out.
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JobLeonard
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« Reply #78 on: November 13, 2015, 04:36:36 PM » |
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Wait hold on, actually jumping jacks would be supremely awesome.
Yes. Yes they would be. Speaking of Speed Racer, this accurately represents my hype levels:
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Canned Turkey
Guest
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« Reply #79 on: November 13, 2015, 05:02:59 PM » |
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Holy crap I just realized this is going to be the first good anything that could be like speed racer. I didn't know I could be this excited
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