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TIGSource ForumsCommunityDevLogsTRACKVERSE Alpha v0.1 now out for download @ trackverse.net
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Author Topic: TRACKVERSE Alpha v0.1 now out for download @ trackverse.net  (Read 16226 times)
Jared C
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« Reply #20 on: February 21, 2009, 10:11:20 PM »

Amazing!  This looks incredible.  Can't wait.  Smiley
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eobet
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« Reply #21 on: February 22, 2009, 08:56:17 AM »

I checked the Ogre3d forum link, and I must say that your low poly version of the craft looks pretty high poly to me, still... can you post a wireframe and the number of triangles?

Also, while the game is impressive looking, I find that 99,9% of indie racing titles have really poor gameplay, often hampered by badly tuned controls and rigid handling.

It will be very interesting to try the test level. Is keyboard or gamepad support in focus? (Nobody seems to be using a joystick anymore, and I doubt you will support wheels...)
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kyn
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« Reply #22 on: February 22, 2009, 09:02:27 AM »

This has got to be one of the best looking 3D games right now, and you're telling me it's only you and your friend working on it? Crazy
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Kneecaps
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« Reply #23 on: February 22, 2009, 12:30:50 PM »

Wow.  That game is prettier than anything I have on Steam.  Fantastic job.
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yapdakilla
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« Reply #24 on: February 23, 2009, 02:30:29 AM »

I checked the Ogre3d forum link, and I must say that your low poly version of the craft looks pretty high poly to me, still... can you post a wireframe and the number of triangles?

Also, while the game is impressive looking, I find that 99,9% of indie racing titles have really poor gameplay, often hampered by badly tuned controls and rigid handling.

It will be very interesting to try the test level. Is keyboard or gamepad support in focus? (Nobody seems to be using a joystick anymore, and I doubt you will support wheels...)

Hi eobet, the craft tri count is 9394. Heres a couple of uh wires, looks pretty messy if its just pure wireframe.





Well we try to make this racing game a little different but ultimately thats for the gamers to judge. Controls are currently for keyboard and mouse. There are plans to test controls on console type controllers.

This has got to be one of the best looking 3D games right now, and you're telling me it's only you and your friend working on it? Crazy

Thanks Joaquim Borges, yeah its still a 2 man show at the moment. Smiley

Wow.  That game is prettier than anything I have on Steam.  Fantastic job.

Thanks kneecaps, would like to ask do you have games published with steam? If so how is your experience with them?

Also we've just created a dev blog at http://liquidrockgames.blogspot.com/ . So feel free to drop in guys and leave a message Smiley
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Kneecaps
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« Reply #25 on: February 23, 2009, 04:12:14 AM »

Thanks kneecaps, would like to ask do you have games published with steam? If so how is your experience with them?

I'm sorry, I meant that your game looks better than anything I own on Steam, like TF2 or Bioshock. Embarrassed It's going to be quite a bit of time before I can make anything worthy of being published on Steam.
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yapdakilla
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« Reply #26 on: February 25, 2009, 12:49:50 AM »

Hi guys just to let you know we've just created our own forums. Please drop by and leave a post guys !

http://liquidrockgames.xullum.net/forums/
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« Reply #27 on: February 25, 2009, 08:36:44 PM »

I'm very impressed, although I can't say I agree with the guy who said this looks better than TF2 or Bioshock. It is definitely in the same league, though - you've managed to make a single light go a damn long way. What kind of system requirements are you shooting for, though, and how do you plan to scale back the visuals for lower-end machines?

A few gameplay notes and ideas:
- When you're landing, the craft doesn't quite hit the ground the right way. It doesn't feel like it's hovering because of that. Instead of enforcing a minimum ground height (it looks like that's what you're doing), I suggest you increase the upward force when the craft is below the current minimum ground height, and/or damp the vertical downward component of the velocity vector.
- If you can manage it, it would be cool to be able to ride up the sides of the canal. This would be especially interesting when you have many racers on the track at once.
- The muddy areas of the track don't quite look right - a bit too monotonous, even when travelling at speed. You might want to take a look at the textures used. Perhaps have depressions in the ground, with puddles of oil or water in them? Oil might be better if you don't feel up to rendering reflections. Or add some fragmented concrete slabs lying flat in the mud to break up the shape.
- When the track is banked but not curved, I think players will instinctively expect the vehicle to drift "down". Adding a bit of force in that direction (not too much) might help.
- And a bit more speed might serve the game well. I assume the vehicle shown here is the "newbie" vehicle with low top speed but good acceleration and cornering?

If you get the gameplay right, this could be huge. I absolutely love the level design - it could well be my favourite track in any racing game, in terms of the visual look and feel. The monorail track is a really nice touch.
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yapdakilla
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« Reply #28 on: February 26, 2009, 12:33:27 AM »

Thanks 5parrowhawk. Yeah I too agree that our game is not looking alot better than TF2 or Bioshock thats a totally different level of production with more artists and resources than what 2 of us can possibly handle at this point of time. Thats why we decided to make a racing game and try to polish it up as much as we possibly can. We may not have as many bells and whistles as the larger studios but hopefully we can make it up for gameplay.

Well at this point of time the game can run on a 7600 AGP system at 30 fps at 800x600 with all effects turned off...shadow...HDR...and what not. Runs at about 60 fps++ (capped at 60 fps) on a 8800gts 320 MB. It is abit difficult to scale back to lower end machines without redoing all the models to specially cater for them. LOD would not really help in fact it only increases the game size and slows down when we swap models. LOD works really well for slower paced games like FPS games where player slowly progress through the level not racing through it with little obstacles.

Also those are good ideas you have suggested will look into it. As we still have not finalized the level with the smaller details. The craft speed is made slower to make it easier to record the vid without bumping into corners all the time. :D

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Phasma Felis
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« Reply #29 on: February 26, 2009, 11:10:07 PM »

I'm interested to hear about the "co-op" aspect. A driver and a turret gunner? Two drivers supporting each other? Something weirder?
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GregWS
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« Reply #30 on: February 27, 2009, 01:16:55 PM »

 Shocked Kiss  That atmosphere is like a mix of Wipeout, Metroid Prime, and Half-Life 2!!!

So yeah, it's looking really fantastic, and I can't wait to play it!  Kiss  I'm something of a wipeout fanboy, so hearing that it gets quite fast is definitely good news.
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yapdakilla
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« Reply #31 on: February 27, 2009, 05:06:47 PM »

I'm interested to hear about the "co-op" aspect. A driver and a turret gunner? Two drivers supporting each other? Something weirder?

One of the most basic cooperative gameplay matches is where 2 teams race to the finish BUT all team members must make it through whereby the average time taken to complete the race, the team with the higher time average wins the race. And also within a team there can be no 2 players picking the same weapon or special abilities making the team members work together in attacking the enemies or plant traps. :)So the team with the weak link may cost them the race. Smiley

Shocked Kiss  That atmosphere is like a mix of Wipeout, Metroid Prime, and Half-Life 2!!!

So yeah, it's looking really fantastic, and I can't wait to play it!  Kiss  I'm something of a wipeout fanboy, so hearing that it gets quite fast is definitely good news.

Whoah never realized we would be creating a mix of so many games in one! lol. Check out our dev blog and forums for more updates and leave a post there  :D
« Last Edit: February 28, 2009, 01:35:03 AM by yapdakilla » Logged

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GregWS
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« Reply #32 on: February 27, 2009, 11:39:59 PM »

plant traps.

OK, this just sounds awesome!  Grin

Whoah never realized we would be creating a mix of so many games in one! lol. Check out our dev blog and forums for more updates and leave a post there  :D
Notice how I said atmosphere, not games.  Smiley  You've basically hit on one of my favorite atmospheres, and game genres, so assuming the gameplay is good I'll definitely be playing a lot of this (and either buying or donating, depending on if it's freeware of course).  Smiley
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yapdakilla
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« Reply #33 on: February 23, 2012, 07:44:45 PM »

Hi guys we've decided to change the direction of Project Aftershock to TRACKVERSE which is essentially a track building game which will feature different building block themes such as city theme, post apocalyptic theme, etc.. for players to build their own tracks and share with friends. The player will also be able to mix n match different themes together to create even whackier tracks.  Grin. Each theme will come with its own set of vehicles and a couple of gameplay modes such as normal race and co-op race will be featured in the early alpha release which we hope to release in a couple months time *fingers crossed*

Here are some vids on the tracks done using the building blocks.

Post apocalyptic theme track demo:
http://youtu.be/vJswM-nHbrU?hd=1

City theme track demo:
http://youtu.be/PUSYb2PcaPA?hd=1

City Theme and Post Apocalyptic Theme Mashup:
http://youtu.be/1yXMoJSu_l8?hd=1



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yapdakilla
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« Reply #34 on: February 26, 2012, 08:19:26 AM »

Here's an update on the cartoon themed building blocks :D

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stevesan
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« Reply #35 on: February 26, 2012, 09:56:39 AM »

Yo this looks beautiful. Keep up the good work!
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yapdakilla
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« Reply #36 on: February 26, 2012, 06:09:46 PM »

Thanks stevesan.

Here is a sample city themed track built using the city themed block pieces:
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yapdakilla
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« Reply #37 on: February 26, 2012, 06:10:24 PM »

Update on the city theme car model. Have yet to import it into the engine.

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yapdakilla
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« Reply #38 on: February 26, 2012, 06:11:45 PM »

Post apocalyptic track sample done using the post apocalyptic theme block pieces:

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JimmyJ
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« Reply #39 on: February 28, 2012, 08:50:36 AM »

I'm a huge fan of Stunts, this game makes me think of it, with the track editor and whatnot. Very interested in seeing progress continue.
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