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Community / DevLogs / Re: RITG - Race In The Galaxy
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on: November 03, 2016, 05:16:30 AM
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RITG Dev Diary 4 - Meet the cars and their strategies!Hey guys, welcome to a new dev diary! Today I want to talk about the different cars that we created and how they will affect the way you play the game. We made 2 images to show to you:   As you can see, the first image shows a matrix where each car has an influence on two attributes. If you want to understand the math, the default values are 100 for each attribute. The influence in one attribute boosts it by +30 and give a -10 for the others. StrategiesThe idea is to give a different way to play with each car. The Tucanado for example is the fastest car on the game, but as it doesn't have a good turning rate and defense, you need to play VERY carefully in order to not crash and burn. In the other hand, when you play with a Tankhum, you can take the defense advantage and trample the smaller cars. If you don't want to play with any "pure attribute" car (Tucanado for speed, Inighty for acceleration, Signal for turning and Tankhum for defense), you can choose something with an interesting combination. Hamshark is great to get those cars just leaving a curve and hit them on the wall. The Old Corvette can be unstoppable if you have skills to mantain it its max speed with the help of its high acceleration. The Cytara can be awesome as a fast and crazy car, because of its high defense it can just snipe other cars while they break in a curve. We hope that those different attributes can be a fun and challenging way to play the game. We still have a lot of tests to do and level everything, but we are happy with the results so far. In the next development diary we are going to talk about the procedural technology system, and how it can affect those car stats in absurd ways.
We are preparing our Indiegogo campaign, and it would be awesome if you could help us to spread the word on thunderclap!
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Community / DevLogs / Re: RITG - Race In The Galaxy
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on: August 30, 2016, 11:27:10 AM
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RITG Dev Diary 3 - Teams GeneratorHi! Today I want to talk about the Teams system and how we are generating them. The idea was to get a little closer from the Formula 1, where we have motorsport teams like Ferrari, Mercedes, etc. So I needed 3 things: A name, colors and logo. The NameSo I decided to start simple and generate names as a combination of one adjective and one animal. For now I have 20x20 -> 400 different combinations. This is good for now, but I want to generate different names using markov chains (In the same way that I'll generate pilots names) The colorsI love graphic design work and working with color palettes, so I was very excited to work on this. I decided that I will be generating palettes of 3 colors, and I will use different techniques to generate them. The only technique implemented now is very simple. I pick a random main color and 2 colours adjacent, one of them will be darkes and one will be lighter. The LogosThe image for the logo is from the http://game-icons.net/ website. I picked some animals to start with. The disposition of the image, colours and team name is always the same for now, but I want to create some diversity of layouts for this (image on the left, right, top, back, etc., or some pattern on the back) Team Selection Screen Cars with team colors New leaderboards screen
The championship system is working. Now we can work on the cool stuff that happens outside the race!
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Community / DevLogs / Re: RITG - Race In The Galaxy
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on: August 18, 2016, 06:02:59 AM
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Hamilton's fault.
Always! Oooo. I tried my hand at a procedural racetrack generator about 7 months ago, and I'm interested in how you're doing yours? I managed to get pretty good results largely based off an article floating around on Gamasutra...
It is all based on a grid system + track pieces. It was a nightmare to make it work hahahah. All my track pieces have: Tiles width, Tiles Height and Exit Angle. (So a simple curve to the right is a 1-1-1. 1x1 tile with an exit to the right. A simple forward tile is a 1-1-0, 1x1 tile with an exit forward.) For now, I have 2 kinds of turns (1x1 90ยบ and 2x2 rounded), but I want to make some different ones. When a track tile is placed, I "paint" my grid system in order to say that those tiles are occupied. If I try to put another tile above an old one, I can detect that and call a curve. I'll probably make a more detailed post about this with some images. =)
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Community / DevLogs / Re: OTOT
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on: August 17, 2016, 05:04:16 PM
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I wonder if this level design reminds you something ? :3
This would be an awesome Worms level if there was another one on the other side. But I'm sure this is not what you was talking about
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Community / DevLogs / Re: RITG - Race In The Galaxy
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on: August 17, 2016, 04:56:48 PM
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RITG Dev Diary 2 - Championship SystemHi! In this dev diary I want to talk about how the championship is going to work on the game. I'm not bringing any GIF or concept art today. I just want to be consistent on the updates and talk about what I've been working on.Championship FlowWhen you start the game, you will choose a team from a list of procedurally generated teams with pilots. You will take the place of the second pilot of that team. After that, all the races from the championship will be sorted out (procedurally generated planets and racing tracks) and will be shown to the player. On the backstages, all that info (teams, pilots and racing tracks) are being saved as binary configuration files. When the first race starts, those files are loaded and everything gets ready. The right track with the right planet bioma is loaded. The cars are loaded with the right pilot names and stats. When the race finishes, a leaderboard is shown with the pilots score and team scores. The player goes back to his dashboard (pilot's room).
These past days I've been working on those files being loaded and the race starting with all set. I'm working with hardcoded sample files, because they are not being generated yet. I'm using cemdervis' library SharpConfig to do that. For the next goals, I want to finish the basic championship system, where the pilot points are being saved and persisted to the next race. When I finish that, I'll start working on the teams.
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Community / DevLogs / Re: RITG - Race In The Galaxy
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on: August 08, 2016, 02:55:57 PM
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Hello! This is my first update here. I want to do this once a week (mondays seems to be a good day for me). Today I want to talk about Four, the prototype name of our new car. +ACC +TRNThe game will have 10 different cars with different status boost and play styles, but I prefer to talk about it in another log (I want to show a cool table). What you need to know is that each car will have 2 strong status. This one I think that is a good fit for the acceleration and turning statuses. SketchesMichele is responsible for creating the concept art. She is still training and testing some ideas on the cars. One of them was this one, that she called "four". She sent these images to me. The concept that she worked was based on a leaf, achieving a more organic and curvy feeling. Building the top view and breaking it apart- 1 - Neon
- 2 - Details
- 3 - front lights
- 4 - window
- 5 - body
- 6 - complete car
I'm doing this because I need different colors and materials for different parts of each car, so when I generate a new team, or if the player is creating his team, it is possible to assign different colors and styles. If we imagine something like a "Ferrari", we would have red for the Neon and Body, white for the Details, and black for the window. Hover CarsOne of the things that I found most fun in this game is the fact that the cars are hovering over the racing track. It's like racing in the ice, and it fits really well with the futuristic ambient.
I still don't know what I'll be working on for the next week. I want to bring some info on the procedural stuff.
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Community / DevLogs / RITG - Race In The Galaxy
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on: August 01, 2016, 07:20:18 AM
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RITG is a procedurally-generated 2D racing game set on the future.
Teaser Trailer
- It's like Formula 1 a thousand years from now.
- There will be a huge focus on the pilots and their relationships inside and outside the races.
- Procedurally-generated planets, tracks, teams and pilots
- Randomized values for the tech tree
- Media interviews and popularity system
- Explosions and deaths
- Rivals and teammates system
- Different car types (various mixes of stats like speed, turning, defense and acceleration)
Vines: (6 seconds videos with sound) The music was made by me, but it will change. Links:
I want a racing game that will be fun to race, but will always bring something new and challenging. I want to play in different ways using different racing styles, car types, partners, rivals. I want to put some weight on the storytelling of the characters, in a procedural way. This will be the most challenging part and I'm looking forward to it. What is already done?- Random track generation
- Basic racing gameplay
- Basic AI
- Basic sprites (the cars will change soon)
What to expect?I want to bring some content here every time I make some progress on the game. I also want to start recording short videos showing the development process alongside the new content on the game. For the next steps, I want to finish the "Championship System", with points and leaderboards of teams and pilots. After that I'll work on the teams and pilots procedural generation. I hope this dev blog will be a fun experience and I hope you like it! If you have any questions, just say it!
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: July 30, 2016, 01:26:24 PM
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Hello! I'm happy to join this community. My name is Vinicius Jorge Munhoz (and I know that most of you don't know how to pronounce it. You can read as: vee-nee-see-us), I am 23 years old and I'm from Brazil. My first contact with games was with the NES, and SNES after that. Now I play mostly on my PC. I love RPG, Strategy, FPS and sports games. I got into "game development" when I discovered the RPG Maker software. Then I was digging deeper and found out about the ruby scripts and got into programming. I decided to follow that path, became a professional web developer and got into game development again trough a startup that worked with Architecture Visualization with the Unity Engine. ( Atmmos) This year I decided to start my own game in parallel with my day job. 20 days ago I lost my day job and now I'm doing all sorts of stuff to keep the money flowing, such as teaching game development for brazilians on udemy. The game I'm developing right now is called "Race In The Galaxy" and is a futuristic 2D racing game that wants to focus on the pilots and the story, instead of just the race. There is a great focus on procedural stuff to keep it fresh every play. I'll get to know the forums now, and I hope to start a DevLog.  By the way, My website: http://viniciusmunhoz.com (portuguese for now) My one person studio: http://turtlehearts.com (english and portuguese)
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