![]() |
|
#1
|
|||
|
Hi guys,
Just wanted to post a project I'm working on with a friend of mine called Project Aftershock which is multiplayer co op racing game. Still in its early stages as we have yet to include gameplay elements to it. However we posted some screenshots here at Flickr: ![]() And a roundabout video tour of the first track work in progress: |
||
|
#2
|
|||
|
Wow, that's the best-looking game I've seen posted around here in quite a while...
- andrew |
||
|
#3
|
|||
|
That's some gorgeous track design!
__________________
_ _________ _________ _________ _________ _________ _________ _
Ancient Workshop | iPhone/iPod Touch gaming | Home of Ancient Frog |
||
|
#4
|
|||
|
Looks bloody awesome. (Reminds me bit about UT3)
__________________
Game production resources: Game Producer Blog - Game Sales Statistics - Indie Game Press Release Distribution Service Portfolio: Hightailed | Geom | Highpiled | Dead Wake Twitter: www.twitter.com/gameproducer/ |
||
|
#5
|
|||
|
Looks awesome!
Any insight into tools & tech? What are the tracks built in? Running your own engine? Planned platforms? How far along? Kick butt Wip3out soundtrack coming?? |
||
|
#6
|
|||
|
As said, its the most impressive thing posted here since a while :-). Add some flames or "something" behind that vehicle though :-P.
Also mentioning more info about the tech would be interesting.
__________________
IVEDONE:nicoTuvla, nikwi, squareShooter New stuff: Rombo, a 3D first person Flash game! Dungeon Knight - pose with the sword, defeat the monsters and save the princess! |
||
|
#7
|
|||
|
MOST IMPORTANT:
In all seriousness, your game looks great! Please keep us updated... One of my best friends is really into this type of game, so I'm sure he'll be interested in checking it out as you guys near completion. Keep up the good work!!! WORD. I hope it has Wipeout's speed, too ![]()
__________________
I'm here to learn: Business and marketing. I'm here to help with: Programming, graphics programming, CPU and GPU optimizations. Last Project: Meridian 59: Evolution |
||
|
#8
|
||||||
|
Hi guys thanks for the encouraging feedback so far
![]() Quote:
The planned platforms for release are: PC, Mac and Linux. We've started slowly in Feb 2008 doing mostly research and learning Blender from scratch (wasnt easy as I have been using 3ds max for a very long time) things began to pick up speed in May and we're hoping to complete the game by end of this year or early next year 2010. Lol as for wipeout soundtrack we have yet to source out any musicians .If you do know of any please recommend to us. Thanks ! Budget price range of course. Quote:
Quote:
For our game we do our own artwork using Blender and GIMP (basically its just 1 artist and 1 programmer and myself being the artist). Hopefully the completed game would up to your friends expectations We may not be able to pull off all the fancy graphical stuff as larger studios such as Sony Liverpool's Wipeout studio but hope the gameplay would make up for it.p/s: The speed set on the craft is for video recording purposes to showcase the current track level. Any faster I would be crashing into everything else. But rest assured speed enhancers such as boosters will be in the completed game. |
|||||
|
#9
|
|||
|
Wow, have to agree with andrew. Really impressive work.
PS: Free to play? ![]() |
||
|
#10
|
|||
|
Let's hope not. This looks very awesome. You could probably get some funding from a publisher after seeing that movie.
|
||
|
#11
|
||||
|
Quote:
EDIT: BTW, I wasn't really serious about them making it free (hell, I wouldn't if it was my game). ![]() Last edited by desmasic; 02-19-2009 at 02:58 PM.. |
|||
|
#12
|
|||
|
The low res video looks very impressive (high res kept showing the "buffering" animation endlessly although the red bar progressed all the way through).
Will there be single player too? Indie multiplayer games often fail to attract enough players. As sad as it is, there are so many fun indie MP games with no players that MP-only might not be enough. Anyway it's about time for a nice Hi-Octane, Wipeout successor. The name reminds me of Project Aftermath (http://www.gamesfaction.com/project-aftermath), though. PA has been released recently but its gameplay is totally different. |
||
|
#13
|
|||
|
Looks fantastic, the broken roads and magnetic track section are great. And the vehicle design is excellent too. Best of luck taking it forward!
I have had good luck sourcing music from the artists at www.newgrounds.com it is easy to browse and there is some great stuff there. You shouldn't have trouble getting licenses given your demo - try adding a track to your video and watch the jaws drop even more ![]() |
||
|
#14
|
||||
|
Quote:
I think they are just aiming for MP. But yeah, I would definitely be interested if it had SP version as well. Still, it looks great, which should attract a lot of racing fans (who are mostly interested in Graphics + Good Gameplay combo, not just one). |
|||
|
#15
|
||||||
|
Quote:
Quote:
![]() Quote:
|
|||||
|
#16
|
|||
|
Hi guys,
Just created a developer's blog here :http://liquidrockgames.blogspot.com/ Feel free to drop by and post some crits and comments. thanks! ![]() |
||
|
#17
|
|||
|
I'm loving that 2nd ship !!!
Can't wait to play. GL ![]() Darren. |
||
|
#18
|
|||
|
Way to go! Your game looks very promising!
I must say, after seeing the video, i wish we'd had a better feeling of speed. Seems like it drags a bit... But, your game really looks good! Looking forward to check out the mac version! ![]() |
||
|
#19
|
|||
|
The art is the strong point here, looks very nice.
I do not like the "feel" of the craft, it looks like it is nosediving all the time and when it lands after a drop it doesn't have a thruster feel, it has a sort of boyancy effect which isn't the nail scraping white knuckle shower of sparks that would be expected. I hope the water sections kick up a big firefox style spray behind the player and obscure the view for other players to give a tactical edge and that it kicks up dust over broken parts of the track, electric interference over the magnetic bits etc.... I know its early days yet though. I would definately be making this game under XNA so that it would be distributed via xbox live + pc if I were you though. Since its high tech, you might as well max your revenue streams by getting it on xbox as soon as possible ![]() Nice work, I really enjoyed the visuals. |
||
|
#20
|
|||
|
Wow, that's fantastic! I am officially gobsmacked. On the down side, I was planning to do a weird experimental little racing game (procedural landscape, not strictly a racing game), and its incredibly demoralising that I'd be comparing it to your game! lol
|
||
|
#21
|
|||
|
Looking good.
|
||
|
#22
|
|||||||||
|
Quote:
![]() Quote:
Quote:
Quote:
Quote:
![]() Quote:
![]() |
||||||||
|
#23
|
|||
|
I had a look at your game blog. Getting hovering right is tricky. Perhaps you need to view it from a robotics control perspective. Imagine your "hovercraft" can provide thrust as needed within a certain range (whether it be rockets or some other kind of force). It's computer controlled, so the computer tries to make you not hit the ground or blast off.
So how would you design the program to control the thrust if you were building it yourself? I guess you'd designate a "safe zone", e.g. 1-3 metres off the ground, the computer would calculate the current trajectory, and apply enough thrust to keep in the safe zone. It would only hit the ground if the computer couldn't react fast enough, or the engines could not provide enough thrust to damp the fall.Either that or treat it like some kind of force field where the force is proportional to how far you'd penetrate the ground if no force was applied. That way it applies more force if you're near the ground, and more force if you're falling fast. It applies no force if you're moving upwards (bouncing) and minimal force if you're in a comfortable hover. Perhaps smooth the force over time to give a more bouncy feeling rather than being on a rail. |
||
|
#24
|
|||
|
Thanks for the recommendations jeffery, will pass this on to my programmer to test out.
![]() Appreciated. |
||
|
#25
|
|||
|
Might be worth checking out the literature on robotics control; I'm sure a decent book on the subject would have some implementation tips, since collision avoidance is a real problem for autonomous aircraft. Can't recommend any I'm afraid, as I'm not really into the subject.
Anyway, yeah, game looks awesome! |
||
|
#26
|
|||
|
Hi guys just to let you know we've just created our own forums. Please drop by and leave a post guys !
![]() Liquid Rock Games Forums |
||
|
#27
|
|||
|
Hey - as an artist who's had to transition from 3DSmax, I heartily suggest taking a look at wings3d to generate your base models and using blender for texturing and anims. The interface is REALLY similar to 3DS, and it has those tasty features that blender just lacks.
http://www.wings3d.com/
__________________
--------------------------------------------- Blood Frontier http://www.bloodfrontier.com |
||
|
#28
|
|||
|
Hey Acord, yeah its really tempting to try Wings3d but i think i'd try to live with Blender and all its limitations at the moment. Used to be really difficult switching from Max to blender but i think i'm slowly getting the hang of it. Thanks for the recommendation though
![]() |
||
![]() |
| Thread Tools | |
| Display Modes | |
|
|