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TIGSource ForumsCommunityDevLogsSuper Pilot - Arcade racing game with a track editor (demo inside)
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Author Topic: Super Pilot - Arcade racing game with a track editor (demo inside)  (Read 8088 times)
Sam Oz
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« Reply #20 on: February 28, 2016, 08:16:54 AM »

Hummmm I prefer cartoon style, but I would like to see another cartoon style...
None of the two styles is good for me, for now... But there is the idea  Wink
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tpkth
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« Reply #21 on: March 03, 2016, 08:49:23 AM »

Thank you guys for the feedback! We like the cartoon version better too, so we will keep pushing in that direction  Smiley
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« Reply #22 on: March 04, 2016, 12:29:10 PM »

Week 4-5
In a nutshell: a LOT of progress with the track editor, and a lot of back-and-forths with the environment art.

Track Editor
In the last update I wrote about some issues we had during playtests, and assumed that we had to "find the good balance between constaints and freedom of creation".

With this goal in mind, we added 2 major features in the editor so far:
  • Snap the edition points to a grid
  • Display a preview of the track inside the editor
We also greatly improved the tangents computation to create valid turns and ease the creation of straight lines.


And actually, it works very well! It feels like we've finally reached this accessibility breakthrough we've been after for weeks. The snap-to-grid and the improved tangents computation automatically prevents most "bad cases" from happening (like overly tight curves or overlaping tracks sections). And the track preview gives a better insight of the final result, along with the opportunity to fix potential gameplay issues beforehand.

Background
We spent the last 2 weeks learning about Unity graphic features and trying out different settings and tools from the assets store. Some of the results can be seen in my previous posts. We are still not 100% happy with the result, so we'll keep working on it. Actually this takes much more time that we had planned.

HUD
Here is a first attempt at trying to make the HUD look nice. Nothing fancy just trying to make something discreet and pretty Smiley



Next steps:

I will just update the previous next steps since they are not totally complete yet:
  • Make the background beautiful => WIP
  • Make the HUD and menus beautiful => the HUD is DONE but the menus need some love
  • More contraints in the track edition => DONE
  • Ship controls still need more depth => still to be done
« Last Edit: March 04, 2016, 12:49:45 PM by tpkth » Logged

tpkth
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« Reply #23 on: May 11, 2016, 02:27:09 PM »

Hi everyone,

Super Pilot is not dead Hand Metal Right

A lot happened since the devlog update. We mainly iterated on the 3Cs and on the track editor, and also worked on the environment.

Since a build is worth a thousand words, we are super happy to share our first demo!



Install
Just unzip the archive and launch the SuperPilot executable (Windows only for now).

Controls
The game is supposed to fully support gamepad controls (menus, track editor and game) but we only tested with a Xbox360 controller. The game can also be entirely played with keyboard and mouse.

XBOX GAMEPADKEYBOARD
ACCELERATE
A
UP
TURN
LEFT STICK
LEFT/RIGHT
BOOST
X
X
BREAK
B
DOWN
LEAN
LT/RT
C/V
CHANGE VIEW
Y
B
PAUSE
START
SPACEBAR

Content
The main purpose of this demo is to collect players feedback on the gameplay feeling and on the track editor usability.

The demo will let you:
  • Play one of the 4 existing tracks
  • Create, edit and save your own tracks
  • Best lap time and best race time will be recorded only on saved tracks

Feedback
If you played the demo, you can send us your feedback using this form:
https://docs.google.com/forms/d/1jVc99KlHgT4r4JoCgLrNYzJtqrlbl5ghPTLpCfrzm08/viewform
Or write it here, on this forum, we are fine with that Smiley
Or send us a msg on Twitter @dopagames

Thanks for reading and we hope you enjoy the demo!!!
« Last Edit: May 11, 2016, 02:36:01 PM by tpkth » Logged

tpkth
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« Reply #24 on: May 14, 2016, 07:21:45 AM »

Quick update with 2 new artworks Smiley

A new vehicle, obviously...
Gameplay wise, it will probably be the "heavy one" (the equivalent of the Fire Stingray in F-Zero):


And our super pilots:
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tpkth
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« Reply #25 on: September 30, 2016, 02:43:58 PM »

Hi everyone, long time no see Smiley

Just a quick update to let you know that we've released a new demo of the game.

We've uploaded it on itch.io in order to get more feedback:
https://dopagames.itch.io/superpilot

We also made our first trailer!



The main changes were mainly technical and the track now supports elevation, twists, loops, and all kind of crazy things you can imagine with a 3D spline.

As we expected, this was far from being trivial. We finally decided to stop using Unity's physics and to create our own custom physics and collisions in order to make the ships behave exactly like we want (very arcade a la F-Zero, in opposition to the more physic-based approach like Wipeout and most recent antigravity racers). We also had to rethink the editor interface in order to let the player create tracks with twists and loops in every directions.

We also added menus, different game modes, some very stupid AIs, splitscreen (up to 4 players) and a ghost mode.

Thanks for reading and don't hesitate to send us your feedback Smiley
« Last Edit: October 03, 2016, 07:08:21 AM by tpkth » Logged

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« Reply #26 on: October 13, 2017, 09:48:08 AM »

Just saw this, is the track editor in the demo and are you still looking for feedback?
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tpkth
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« Reply #27 on: October 13, 2017, 06:05:39 PM »

Yes, sure!
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