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TIGSource ForumsCommunityDevLogsBootleg TurboDrive ( was: Car-Tank! )
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Author Topic: Bootleg TurboDrive ( was: Car-Tank! )  (Read 5434 times)
RichMakeGame!
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« on: December 03, 2012, 06:19:25 AM »

UPDATES:










********* Original post below **********


Alaw! welcome to RichMakeGame development log, where Rich talk about progress of new game: Car-Tank

Car-Tank is game about car which is tank, on far away planet- a new home for humans (one of many!). Things go badly for humans on new planet, but very well for robot rebellion and thinking plant monsters. So humans call in only man who can save day: Sheriff-Cop, driver man of Car-Tank.

Let's see some video and pictures of new game!








 
Let's look at new tasks for development of CarTank :

- Switch from plugin Antares Universe to UnityScript- most of Antares is replaced, now finish the switch-over and re-organise project for easier development (project getting messy)

- develop in-editor level editing tools. This means ability to edit terrain directly in editor and not rely on modelling tools (modo) for level design changes. Fast editing essential (non destructive if possible- eg, can change landscape polygon resolution at will)

- create new enemy spawn logic- able to randomly spawn certain groups of enemies but keeping to a strict difficulty curve. Levels and areas will have certain enemy types available to spawn, and code decides how to use them to create fun varied experience- not quite the same each play.

- develop level progression structure. currently thinking of some outrun-ish idea of branching routes, some hard some easy.

Stay tuned for more RichMakeGame Make Devlog!

thankyaw!
« Last Edit: August 21, 2015, 03:28:30 AM by RichMakeGame! » Logged

Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
egoitzOsa
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« Reply #1 on: December 03, 2012, 06:23:11 AM »

A-W-E-S-O-M-E!!
I like the gameplay style, the graphics (that colors and poligonal objects are simply beautiful). I love it!
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Leon Fook
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« Reply #2 on: December 03, 2012, 06:28:06 AM »

Your game is always shooty fun, and this game looks shooty fun fun too!
Haven't bought your Pineapple yet, but soon, soon...
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jonbro
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« Reply #3 on: December 03, 2012, 07:10:52 AM »

haha, I love how bouncy the car is. and the fact that it can do flips and stuff. looks really fun to drive.
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Gungnir
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« Reply #4 on: December 03, 2012, 08:15:51 AM »

Aw Yeah, impeccable style as always  Hand Money Left
Polycount
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RichMakeGame!
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« Reply #5 on: December 05, 2012, 04:01:10 PM »

Thanks all!

Allo! Rich work on non-destructive editing of landscape now. Normally Rich in favour of anything called destructive but in this case he make exception. Non destructive mean he can make changes to structure of landscape and not start again from scratch. For this Rich start with unity example project: procedural generation ( http://u3d.as/content/unity-technologies/procedural-examples/3zu ) and use height map script. This mean one image control how high ground is by light and dark colour. Then he generate UV coordinates for mesh and end up with result:

Allo!

next problem- mesh look kind of jaggy in some places Sad . This can be helped with higher mesh resolution, but also by relaxing mesh vertices.. Rich use Laplacian Filter from Unity Wiki ( http://wiki.unity3d.com/index.php?title=MeshSmoother ):

Same polygons, smoother!

Notice Rich just mention mesh resolution- if Rich made landscape in Modo or other 3D package, he stuck with mesh resolution unless he redo from scratch. Now Rich generate landscape from image, landscape features persist when mesh resolution change:

looks like Rich after ale

what is point? what if Rich finish game and realise all landscape too high detail for physics or graphic card? or he realise he can use *more* detail? each landscape can be re-made easy. And now image is used for landscape height, next step is creating image by random...

next task list:

- find method of randomly creating image for use with landscape generation. Main idea: pick several pre-made base images at random and combine in various ways ( flip, rotate, invert) to produce unpredictable result

- change aspect ratio and size of landscape without squashing features and keeping scale consistent - eg smaller landscape area does not produce smaller hills

Thankyaw!
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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
RichMakeGame!
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« Reply #6 on: December 08, 2012, 05:59:22 AM »

Allo! Rich know what you wondering: 'smiley face landscape look amazing, but how you manage to make many levels to such high standard?'. Simple! Rich bend computer to his will, make it do the work..

Main method goes like this: fill folder full of random squiggly images; Rich figure about 20 is good. Now, choose at random several images and mash together using operations like add, subtract, multiply, lerp ( blend 50-50). Out come new images, with some general characteristics of originals, but also new.

Squiggly

When fed into existing terrain generator, it give results like this:



 
Pretty! Now, new feature added with help of fantastic cheap image tweaking package on Unity3d asset store: FilterMe . This allow for all sort of Texture2D operations like saturate, invert, edge detect etc, but one Rich interested in is Gaussian Blur. Now blur tool is added, Rich can smooth out random generation result at will- (this different to 'Mesh Relax' function btw, and much faster):



Image slides a bit the more it is blurred. Not sure why yet..

One last feature added to terrain generator: detail zoom. This mean that only portion of generated image creates terrain, and give effect of larger terrain features:



Detail gets bigger on mesh depending on setting.

That is all for update! next task is:

- change aspect ratio of landscape (eg, make into oblong) without squashing features

Thankyaw!
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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
kamac
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« Reply #7 on: December 08, 2012, 10:16:37 AM »

That's a nice graphic style.
Is there going to be some sort of water to fill depressions?
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Sustrato
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« Reply #8 on: December 18, 2012, 02:34:05 PM »

Nice! Gamepad support? Multiplayer?
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RichMakeGame!
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« Reply #9 on: March 15, 2013, 07:10:55 AM »

definitely gamepad support.. jury currently out on multi though

here's an vidya update!




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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
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Goran
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« Reply #10 on: March 15, 2013, 08:11:08 AM »

The best thing about it is how smooth the car-tank moves. It gets upright without looking un-natural. Great!

Other then to say it looks fun to play... WTH is that blue thingy in lower-right?!
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RichMakeGame!
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« Reply #11 on: March 15, 2013, 08:17:03 AM »

ah, yeah it's eventually going to be an in-cabin view of the driver with a bunch of stuff flying about his head Smiley still haven't got around to fleshing that out...

in order to add a little more non-vanilla gameplay I'm adding in a tractor beam which you can use to swing about objects behind the car, with the ultimate aim of taking out enemy buildings bowling-style
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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
DustyDrake
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« Reply #12 on: March 15, 2013, 09:03:16 AM »

ah, yeah it's eventually going to be an in-cabin view of the driver with a bunch of stuff flying about his head Smiley still haven't got around to fleshing that out...
Honestly, that sounds neat, but I think it will just be distracting.
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DrunkDevs
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« Reply #13 on: March 15, 2013, 11:38:50 AM »

Looks super bouncy and fun. Can't wait.
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Leon Fook
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« Reply #14 on: March 17, 2013, 08:02:33 AM »

Looking good here.

Looks super bouncy and fun. Can't wait.

let just imagine that you're doing this while commenting, you got a super fan, Rich.
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mauz
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« Reply #15 on: March 17, 2013, 08:40:45 AM »

The gameplay looks really smooth and super-fun, but I liked more the previous flat shaded look, i think that the cel shading in less distinctive and a little bit confusing.

Anyway, keep up the nice work! Beer!
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RichMakeGame!
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« Reply #16 on: August 20, 2015, 12:36:02 PM »

not dead!

here's a quick vid as proof :D





the direction has changed though. This was going to be a straight forward, blast through levels in order type of affair, but now it's about delivering goods between safe hubs, by picking your own route through a map peppered with dangerous arenas.



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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
RichMakeGame!
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« Reply #17 on: August 21, 2015, 03:25:10 AM »

working on the explosion gfx.. still a few more tweaks to make, but like how it's going:
(gif plays a little fast)
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Bootleg TurboDrive
http://forums.tigsource.com/index.php?topic=30133
testers welcome: will do playtest swap if you need yours tested, PM
www.richmakegame.com
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