The last couple of weeks I've been very busy programming an entry for the Brew OpenGL ES contest at GameDev.net. However, I would also like to use this framework to program the game for PC as well.
The thing is finally nearing completion (programming wise), but graphically it is very lacking.
I've been an avid reader here in the past, so I decided to post the game here to get some feedback, and in the hope of finding someone who would be willing to help out on the 3d models and textures.
You can get the game
here.
The fastest time you race is recorded and saved. The next time you race, you'll be racing against the recorded race (the idea is that it is you can download other peoples times to race against).
I know the handling needs some massive tweaking, mostly the braking. I'm going to be working on the game most every day until the deadline of November 30th. Then I'll probably take a break, before continuing work on the PC version.
A list of the graphics needed:
- countdown texture (the 3,2,1,GO before the race starts)
- font for time (characters needed 0-9
- font for laps (characters needed 0-9 /)
- font for speed (could recycle time font, 0-9 km/h)
- engine setting bar (the bar on the right side of the screen depicting engine settings)
- 3d model of a hovercraftish car (there will be loops in the game)
- texture for said model
- texture for track
- possibly 3d model of track segment
- title screen
All the textures need to be small (256x256 max)
The models need to be low poly as well. This due to the limitations of the target device.
If anyone is willing to help me out, you can simply edit the files with the game. I'm going to have a version that loads .3ds models for the 'cars' before the weekend, so the models should be easy to import as well.
Feel free to make comments.
Also, this is the first time I'm using my framework for something I'm asking people to test, so there might be issues with the framework as well. Please feel free to post those as well.
Replies
Also if your gonna need low poly models then try to figure out a number the modelers need to limit themself by.
Gah, thanks for the heads up.
Number of polies: around the 200/300 mark I think.
Fix the "camera" on the car and see how it works that way.
I don't mind sharing some of the art with you.
Here are the vehicles that I have ready:
http://www.xs4all.nl/~tetsuo/wip/vehicle1_lod-sheet.jpg
http://www.xs4all.nl/~tetsuo/wip/vehicle2_lod-sheet.jpg
http://www.xs4all.nl/~tetsuo/wip/vehicle3_lod-sheet.jpg
http://www.xs4all.nl/~tetsuo/wip/vehicle-special1_lod-sheet.jpg
http://www.xs4all.nl/~tetsuo/wip/vehicle-special2_lod-sheet.jpg
And here the road segments that we are using. Besides these I have also a jump ramp and tunnel segments in 2 different styles.
http://www.xs4all.nl/~tetsuo/wip/road1-segments_v2.jpg
Here a pic how I lay out the levels for the GBA game. The coder that I work with has written a compiler that processes the OBJ export files to data that the engine can work with.
If you want to use any of the vehicles or if you need help with creating some new assets like textures and buildings and such then PM me your email.
I've updated the zip file with a newer version which has a different camera logic. ( The gamescreen is also larger for testing purposes ).
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