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TIGSource ForumsCommunityDevLogs[Racing] Super Night Riders (now working on Season 2!)
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Author Topic: [Racing] Super Night Riders (now working on Season 2!)  (Read 11411 times)
blankfox_
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« Reply #40 on: August 24, 2015, 10:30:19 AM »

@blankfox_: Thanks!
Do you mean the clouds are too bright compared to the sky?

Yes exactly! Sorry for my lack of clarity in english hehe.

I feel like they could blend a bit more with the color of the sky to make them pop up a bit less.

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neko.works
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« Reply #41 on: August 24, 2015, 12:55:07 PM »

@Pixel Noise: Well, the inspiration of this game is a retro arcade game similar to Pole Position: Hang-On from SEGA. Check it out if you don't know it!

@blankfox_: I see. I will experiment a bit more with the lighting of the clouds.
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neko.works
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« Reply #42 on: September 08, 2015, 11:56:50 AM »

A few new shots from the photo mode I've been working on recently:

[EDITED]

I've been working mostly on the UI and the basic game states (game over, ect.). Those simple things actually needs quite a lot of time Sad
« Last Edit: September 23, 2015, 11:04:02 AM by neko.works » Logged

eyeliner
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« Reply #43 on: September 10, 2015, 03:44:52 AM »

@eyeliner:
What is it that you don't like about the trail? Can you please be a bit more precise?
Well, it looks like there's a stick in the back of the bike that makes the bike turn. I don't know how to explain it, really. It seems rigid, but that's probably just me. Pay me no mind.
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Yeah.
neko.works
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« Reply #44 on: September 10, 2015, 07:29:36 AM »

@eyeliner:
I see. Actually, I'm quite limited in term of trails technically, as the player is not moving on the Z axis, and the rival riders are actually moving in the -Z direction. So, the standard trails won't work with this game.

Anyway, I'm currently planning a Steam Greenlight campaign for Super Night Riders.
I don't know if the current status of the game is enough to start it right now. Basically, the game's Steam profile will be similar to the official page in term of pitch, video and screenshots:
neko.works/supernightriders

What do you think guys, are these informations enough for starting the campaign?
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neko.works
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« Reply #45 on: September 12, 2015, 09:30:06 AM »

Featured in Siliconera Smiley
http://www.siliconera.com/2015/09/11/super-night-riders-celebrates-the-low-poly-look-of-segas-classic-racing-games/

Though, a lot of the people in the comments seems to not like the current look of the game.
Any suggestions to improve the look? What do you think guys?

I'll probably postpone the Steam Greenlight campaign until I'll have a more sexy build.
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neko.works
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« Reply #46 on: September 13, 2015, 07:45:57 AM »

The Steam Greenlight campaign is live! Please take the time to check it out and vote:
http://steamcommunity.com/sharedfiles/filedetails/?id=517660789
« Last Edit: October 08, 2015, 07:11:55 AM by neko.works » Logged

neko.works
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« Reply #47 on: September 19, 2015, 09:44:19 AM »

I've decided to use my realistic 3D models for the riders even though most of the other assets are lowpoly. I hope this style mixing is not too bad Embarrassed

[EDITED]

The Steam Greenlight campaign is currently at 46% of the way to the top 100 after 6 days, I guess it will be hard for this game to be greenlit with the current pace. You can check it out here:
http://steamcommunity.com/sharedfiles/filedetails/?id=517660789
« Last Edit: September 27, 2015, 10:42:01 AM by neko.works » Logged

neko.works
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« Reply #48 on: September 21, 2015, 02:28:39 PM »

I've uploaded a new gameplay video on YouTube:
[EDITED]

You can see a few new stages, listen to a new music, and many other changes, including the removal of my lame trail effect Smiley
« Last Edit: January 22, 2016, 09:58:30 AM by neko.works » Logged

neko.works
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« Reply #49 on: September 27, 2015, 10:44:50 AM »

Yet an other gameplay video on YouTube, featuring the new real-time reflections, and even more details:
[EDITED]

What do you think guys about the current look of the game? Smiley
« Last Edit: January 22, 2016, 09:58:42 AM by neko.works » Logged

neko.works
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« Reply #50 on: October 07, 2015, 10:26:36 AM »

Hi everyone Wink

At last, I've changed the game's font Smiley Here's how it looks in-game:

[EDITED]

I've been working on the UI. Here's the pause menu, with a powerful depth of field effect when activated:

[EDITED]

And here's an animated GIF from the main menu screen. There's a water simulation with deformation, and a simple sky reflection:

[EDITED]

What do you think guys?

On a side note, the game's still on Steam Greenlight. Currently at 53% of the way to the top 100. Please take the time to check it out and vote. Thanks!
http://steamcommunity.com/sharedfiles/filedetails/?id=517660789
« Last Edit: February 02, 2017, 09:10:00 AM by neko.works » Logged

CoreGG
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« Reply #51 on: October 07, 2015, 11:04:13 AM »

I like the overall design, but I think that some things doesn't connect together. I can't put my finger on it, maybe too blurry?
Also IMHO you should make the main screen texts a bit bigger
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neko.works
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« Reply #52 on: October 07, 2015, 11:28:19 AM »

@CoreGG: Thanks for the feedback!

Quote
maybe too blurry?

Do you mean in the corners of the screen? As there's a vignetting effect, with darker and blurred corner.
There's also a light depth of field effect, so the far background is also a bit blurry...
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neko.works
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« Reply #53 on: October 08, 2015, 01:01:55 PM »

A few shots from new levels:
[EDITED]
« Last Edit: January 22, 2016, 09:59:05 AM by neko.works » Logged

neko.works
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« Reply #54 on: October 12, 2015, 12:50:03 PM »

Hi everyone Smiley

New video on YouTube! Rev.5:
[EDITED]

You can check out the new font in action, more detailed backgrounds and better animations!

The game's still on Steam Greenlight, currently at 56% of the way to the top 100. If you haven't already, please vote!
http://steamcommunity.com/sharedfiles/filedetails/?id=517660789
« Last Edit: January 22, 2016, 09:59:16 AM by neko.works » Logged

marcgfx
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« Reply #55 on: October 12, 2015, 01:41:07 PM »

the subtle reflections are great!

the blue light in the night stage seems rather pointless, as it does not increase visibility at all (not that its bad). I also noticed that clouds and trees look pretty much like the same polygon blobs. oh, and the other drivers look sooo slow and hard to avoid.

good luck getting green-lit!
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neko.works
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« Reply #56 on: October 12, 2015, 01:57:13 PM »

Thanks for your feedback!

The front light in the night stage is indeed just for visuals.

It seems my lowpoly assets (clouds, trees) are not super popular Smiley Though I don't think I'll replace them with more realistic models... Maybe making more variations will do it?

The other riders are not exactly rivals, they're more like obstacles. The game is all about timing, reaching each checkpoint before the counter go down to zero. Crashing on the other riders will make you loose precious seconds!
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Xonatron
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« Reply #57 on: October 12, 2015, 02:01:21 PM »

I am a fan of this type of game.

P.S. We have done two prototypes of these arcade racer engines, one many years ago back in 1999 name Full Tilt:
http://www.jasondoucette.com/games.html#FullTilt
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Matthew Doucette, Xona Games
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neko.works
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« Reply #58 on: October 12, 2015, 02:19:19 PM »

Yep, this type of arcade racing games are pretty fun, and simple to code. That's the 2 reasons why I decided my first game - the original Night Riders on Android released in 2013 - to be of this kind.

Wow, you've been making games since 1989? Shocked
Back then I was still a kid, playing Prince of Persia on my father's work PC Smiley
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Xonatron
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« Reply #59 on: October 12, 2015, 02:28:08 PM »

That is my brother, but we have been making games since we were 7 (in grade 2)!

Checked out Night Riders, it looks good! Hard to find footage of it.
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
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