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TIGSource ForumsCommunityDevLogs[Arcade Racer] Super Night Riders (Season One Teaser!)
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Author Topic: [Arcade Racer] Super Night Riders (Season One Teaser!)  (Read 21664 times)
neko.works
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« Reply #60 on: October 12, 2015, 02:33:49 PM »

I see Smiley

I too was making some sort of games at that time, actually, just silly graphic demos in BASIC. I had a Thomson MO5 Cheesy

You can check out a video of the original Night Riders here:


« Last Edit: January 22, 2016, 09:58:00 AM by neko.works » Logged

Xonatron
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« Reply #61 on: October 12, 2015, 02:40:19 PM »

That's all we were making too, but it was awesome! Thanks for the footage! It looks great. There was an actual game called Night Rider on the Atari, by the way. It was at night so they didn't have to draw the road!

EDIT:
I guess it was called Night Driver!


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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
neko.works
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« Reply #62 on: October 13, 2015, 09:24:23 AM »

Never heard of this game. Though I'm happy that it don't have the same name as mine Cool
« Last Edit: October 13, 2015, 09:32:31 AM by neko.works » Logged

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« Reply #63 on: October 13, 2015, 09:30:37 AM »

Haha for sure. Sorry for the scare!
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Matthew Doucette, Xona Games
- devlogs: xona.com/tigsource
neko.works
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« Reply #64 on: October 25, 2015, 12:59:21 PM »

Hi everyone Smiley

- Improved clouds, not a simple polygon blob anymore Cheesy @marcgfx: What do you say now? Wink

[EDITED]

- Improved crashes, now with a camera shake:

[EDITED]

- Improved lighting, now with a halo effect:

[EDITED]

And many other minor fixes.

Any feedback so far? Embarrassed
« Last Edit: February 02, 2017, 09:10:30 AM by neko.works » Logged

marcgfx
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« Reply #65 on: October 25, 2015, 01:51:15 PM »

looks so much better! both the clouds and the lighting are really nice to look at now Smiley
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neko.works
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« Reply #66 on: November 06, 2015, 04:57:56 PM »

@marcgfx: Happy that you like it now!

Hi guys Wink New update!

- I've modified the procedural skybox from Unity 5 to add stars!

[EDITED]

- Changed the clouds system again. If you don't see the difference, that's actually a good thing Cheesy The new one is much faster Wink

[EDITED]

- Changed the code for the road system. It now allows different left and right sides, such as in this work in progress stage:

[EDITED]

And many other minor changes.

Any feedback? Wink
« Last Edit: February 02, 2017, 09:10:59 AM by neko.works » Logged

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« Reply #67 on: November 08, 2015, 10:49:34 AM »

Implemented a day / night cycle system. I'm now planning 6 rendering variations for each stage Smiley

Here's an example with the Metropolis stage:

[EDITED]

The game have been up on Steam Greenlight for 2 months now. Currently at 65% of the way to the top 100.

Please vote if you didn't already. Thanks!
« Last Edit: February 02, 2017, 09:11:07 AM by neko.works » Logged

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« Reply #68 on: November 10, 2015, 07:58:30 PM »

I've been experimenting with the 6 variations for each stage, and actually, I'm liking the results Smiley So, I've decided to turn them into actual stages Cool

Basically, these variations won't be just different visuals, they will have their own level design, re-using most of the assets from the original stage.

This will result in more than 50 stages Cheesy A good thing for the game's value, but it will be quite challenging to design that much levels Shocked

Here's a few screenshots from those variations:

[EDITED]
« Last Edit: January 22, 2016, 09:55:52 AM by neko.works » Logged

neko.works
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« Reply #69 on: December 03, 2015, 12:21:03 PM »

Hey guys Smiley

New gameplay video on YouTube showcasing the recent changes:
[EDITED]

I've also made a (non public) version in stereoscopic 3D (half side by side). Check it out if you have a 3D display Wink
[EDITED]
« Last Edit: January 22, 2016, 09:56:59 AM by neko.works » Logged

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« Reply #70 on: December 07, 2015, 06:30:11 AM »

Hi guys Smiley

I've published a free playable demo of the game for Windows PCs, please check it out:
[EDITED]

I'm really looking forward to the feedback on this demo, so please take the time to write about it:
- Is the game fun to play?
- Too difficult? Too easy?
- Does the game looks good visually? And the audio?
- Does the game work well on your PC?
- Any suggestions?
ect.

Thanks Wink
« Last Edit: January 22, 2016, 09:57:22 AM by neko.works » Logged

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« Reply #71 on: December 08, 2015, 08:11:43 AM »

That's tight. I'll be giving it a shot later tonight, will let you know how it goes.
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neko.works
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« Reply #72 on: December 23, 2015, 08:29:05 AM »

New demo!
[EDITED]

The game is much easier now, yet still challenging. I hope it is properly balanced now!
And many other changes, so please check it out!

@blekdar: Did you try the demo? Please check out this v2 Wink

« Last Edit: January 22, 2016, 09:57:13 AM by neko.works » Logged

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« Reply #73 on: December 24, 2015, 03:22:18 AM »

Hi, Yay, I managed to get to the desert level this time.
 Grin Grin

I didn't really notice what other changes had been made though.
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neko.works
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« Reply #74 on: December 24, 2015, 10:40:42 AM »

@sionco: Thanks for trying the new demo!

Yep, most people that had trouble with the 1st demo can now complete the v2 demo, so I think I will stick with a similar difficulty level from now on.

There's many improvements since demo v1 released 2 weeks ago: The game is now running on Unity 5.3, the rendering have changed a bit, you have now input instructions in the main menu and the beginning of the race, the game is slightly smoother in high quality, ect.
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neko.works
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« Reply #75 on: January 09, 2016, 12:09:04 PM »

Hi everyone!

Super Night Riders has been Greenlit! Awesome Smiley

Some stats:
117 days on Greenlight.
593 Yes votes.
3238 unique visitors.

I've been working on optimizing the frame-rate, which was way too low for a public release. Here's a screenshot of the game as it looks now...

[EDITED]

...and here's a shot from the old demo v2:

[EDITED]

If you don't see the difference, that's actually a good thing Cheesy The frame-rate is now more than 2x higher!

For the details:
- Replaced the SSR reflections by realtime cubemaps.
- Replaced the realtime shadows with fake shadows + one simple low-res shadow-map for the Red Rider.
- Replaced Unity's physically based standard shader by some simple shaders.

Thanks to this huge speedup, the game's is even running at 1080p 60 FPS on the Nvidia Shield TV! Shocked

Any thoughts? Wink
« Last Edit: February 02, 2017, 09:11:41 AM by neko.works » Logged

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« Reply #76 on: January 20, 2016, 03:56:36 AM »

Looks beautiful! Good job overall.

glad to see this coming through. Hand Thumbs Up Right
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« Reply #77 on: January 20, 2016, 08:14:29 AM »

Thanks!

I've completed the core of the game. Now lacking just a few features such as online profile / leaderboards / achievements, and per platform specifics.

Still planning for a release in Q1 2016 on most platforms Wink
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neko.works
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« Reply #78 on: January 22, 2016, 09:54:58 AM »

Hey guys Smiley

I've released the 1st trailer for Super Night Riders. This is from the current beta version so it is exactly how the final game will look and feel!

[EDITED]

Here's a few new screenshots:

[EDITED]

Any feedback? Wink
« Last Edit: February 02, 2017, 09:12:05 AM by neko.works » Logged

neko.works
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« Reply #79 on: January 23, 2016, 08:27:03 AM »

Hello Smiley

Super Night Riders is now available on Windows 10 PCs. Please check it out Wink
http://www.microsoft.com/store/apps/9nblggh5gk48

Coming soon on more platforms, still targeting Q1 2016 for most!
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