slightly off topic but that ModNation game looks f**king unbelievably good. A bit like Track Nation meets mario kart. The XBox live game looks weak, and is no challenger for Zero Gear.
and not just those,- there is sonic racing as well (though those guys just keep digging deeper and deeper into their own grave).In general I was suprised how many traditional racing games they showed up:
- NFS
- split second
- dirt
- gran tourismo
- forza
and propably more, so racing games certainly is a trend (or so it seems). Maybe some fresh killerfeature for zeroGear can set your game apart from the rest (like the mini games)?
I think that our non-focus on racing is the biggest thing that sets us apart from all the other kart-games.
Most of these other games are all about racing with any other game mode thrown in as an afterthought. Zero Gear is built from the ground up to support the creation of all kinds of different game modes, with straight racing just being one of them.
here is an update of a map I have been working on, I am hoping we can create an entirely new stunt gameplay mode that will track rotations and such to identify barrel rolls, flips, airtime, etc. Kind of like tony hawk meets karts. My brother the iPhone dev is switching over to ZG to help us script stuff for the next few months so we will be jamming full speed on those kinds of things. Clicky for big.
here is a quick video I made this weekend after we implemented the idea of being able to control the rotation of the kart once it is airborne. It only took a few hours to add and it adds a much greater feeling of control instead of just watching your kart tumble around a lot. Now you have more of a chance to orient yourself into a nice landing.
sorry marsh was kidding in earlier post, its looking F A B
any thoughts of implementing a benefit for landing tricks, maybe a speed boost for rotations and perfect landings, or something betterer and more original
Awww I wanted to see you go through the corkscrew. That looks really fun. Controlling airborne karts is an awesome addition. Looked really natural, like it wont be terribly difficult to pull off some awesome flips and land them. Keep it up man!
sorry marsh was kidding in earlier post, its looking F A B
any thoughts of implementing a benefit for landing tricks, maybe a speed boost for rotations and perfect landings, or something betterer and more original
yea, we want to do a full blown stunts game mode that recognizes tricks and gives you points, but that will be on the backburner until we have all the current gome modes up to par.
We were talking about maybe giving the player some boost in the meantime factored by how much air time they got vs. how stuck the landing was. Would make jumping and stunts a little more useful in any game mode.
you could maybe times that by how many rotations you did, this would then make it a nice balancing act of getting as many rotations in as posible while ensuring a good landing, kind of like most skate games
I made a short video this morning showing off one of the weapon items we have had working in the game for a little bit, but have never fully shown off. Here is my little description of how the weapon works:
This is a short video showing a few clips of the LUVBOT weapon working in the game. Once released, the LUVBOT's programming takes over - seeking a player to love. Once he comes in contact with someone, he latches onto them in a Super Love Hug Hold™. Unfortunately due to a design flaw in LUVBOT's circuitry, LUVBOT's love capacitors begin to overload in a few seconds, leading to a large discharge of love energy.
Here are a few clips from some playtesting of the race game mode that we had the other day. There are some new features in these clips, including mouse looking/aiming and hopping. The other major change to race mode has been our experimentation with awarding boost to the players, which has increased the fun factor by keeping players close enough together to use Zero Gear’s unique brand of close and personal physical weapons.
We recently got the 12th and last map before release put into the game. It is a little hard to appreciate how many maps we have made over the last 2 years, so I decided to put them all together in one graphic for visualization.
on the game progress front, we are back to having closed private beta tests every week, and we hope to move to an open beta at the end on November.
I thought I'd get in on this cool game with some user created content:
I started making this Rambo-esque headgear.
*Update*
New Picture, more or less done I guess, would love to see how it looks with the shaders of the game
but I didn't find any MAX to ogre exporter when I was trying to follow your ZeroGear workflow, so it looks a bit plain.
Solid stuff, marshmonkey. I was actually thinking about this game about a week ago and was wondering how stuff was going with the project. It's awesome to see this progress and now with the open beta coming, it's an exciting time. I'm looking forward to giving this a crack.
fang: Just a few crits on your head gear design. I would personally stick to thicker and chunkier designs to match the art style of the game. The bullets look way too thin and you've probably got too many of them. Half the number of them and double (maybe even triple) their size and I think you may have a winner.
I would almost say the same thing with the knife. You need to add the fun and stylized look to the knife that all the assets in Zero Gear have. Big bold and simple shapes.
Just my two cents
a handful more screenshots from a ZG playtest / LAN party we had this weekend. The build is looking pretty good to open up soon, still a few usability things to implement / tweak and a couple of random hardware issues to sort out, but nothing incredibly major.
awesome! I remember the 3D World article on open source and when I saw this then it was aces- now it's even better! I have Dl'd the SDK stuff to have a crack at making my own items and characters- can I download the garage anywhere? Or is it invite only?
marshmonkey, thanks man, I checked the Exporters out, but I need me a exporter working for Max 2010, also most of the exporters on that page for 3Ds Max wasn't available for download anymore. I might let this rest for a while or I ask Skizot, who you mentioned to pull an ace out of his sleeve!
Emil Mujanovic, great crit thanks, I'll totally attend the points you mentioned, for some reason it didn't hit me.:poly128: Big, Bold&Simple, thanks!
I started modeling a car for this game, but I ended up losing track of work and getting all tangled up in my personal life that I never got the chance to finish it.
marshmonkey, thanks man, I checked the Exporters out, but I need me a exporter working for Max 2010, also most of the exporters on that page for 3Ds Max wasn't available for download anymore. I might let this rest for a while or I ask Skizot, who you mentioned to pull an ace out of his sleeve!
Emil Mujanovic, great crit thanks, I'll totally attend the points you mentioned, for some reason it didn't hit me.:poly128: Big, Bold&Simple, thanks!
The beta will be opening up soon, but I will PM some keys to people that are making stuff that that they are ready to try and get in the game.
KazuyaMochu: that car is awesome!!! There is no deadline to send anything in, the custom stuff isn't going to go out with the game (though some of the stuff I have seen here would definitely make a great addition to what I already have... I am just worried about the legal ramifications of publishing other peoples work) Right now the game supports local custom content just dandy, you can make stuff and it will show up in the garage, and if someone else has the item in their garage, they will see it in game too.
From day one we have really wanted to support transferring those custom items across the network, so that people don't need to download an item outside of the game to see it and have it show up in their own garage. Unfortunately it is not looking likely that we will be able to devote the time to get that running before the release, but it is still on our list of things we plan to add in an update.
Replies
http://kotaku.com/5274698/xbla-getting-free-dlc+supported-racing-game
http://www.gametrailers.com/video/e3-09-joyride/50001
Saw that, Sony just announced something even closer to ZG based around user created content called ModNation Racers.
Hopefully the rash of interesting kart games will help us and not hurt as - at least nobody has announced one on the PC yet at E3.
I am glad we didn't waste any time on console ports of the game now, seeing as there probably wouldn't have been space for us.
http://www.gametrailers.com/video/e3-09-mod-nation/50294
edit: a second video, showing the track editor:
http://www.gametrailers.com/video/e3-09-mod-nation/50295
I am happy to just compete on the PC.
Yeah, comtetion is strong. It's like the revival of kart games all of a sudden. I love Zero Gear though, and lucky for you i own a PC and not a PS3
- NFS
- split second
- dirt
- gran tourismo
- forza
and propably more, so racing games certainly is a trend (or so it seems). Maybe some fresh killerfeature for zeroGear can set your game apart from the rest (like the mini games)?
Most of these other games are all about racing with any other game mode thrown in as an afterthought. Zero Gear is built from the ground up to support the creation of all kinds of different game modes, with straight racing just being one of them.
I got all my old models formatted to the new style (other than 1 or two which are proving to be a PITA.)
also RenderHJS, if you want i can work on getting your karts in game.
Anyway, the last screen with all the props is awesome, lots of combinations
<- that is ALSO a zero gear hat.
(Say for those averse to steam :poly122: )
That's pretty much the only thing we did in that game is to see who could do the sickest stunts.
...fun games, that wont catch on
how do you mean?
[ame=http://www.youtube.com/watch?v=wQ3scZBd7HU&fmt=22][/ame]
[ame=http://www.youtube.com/watch?v=wQ3scZBd7HU&fmt=22]HD link[/ame]
any thoughts of implementing a benefit for landing tricks, maybe a speed boost for rotations and perfect landings, or something betterer and more original
yea, we want to do a full blown stunts game mode that recognizes tricks and gives you points, but that will be on the backburner until we have all the current gome modes up to par.
We were talking about maybe giving the player some boost in the meantime factored by how much air time they got vs. how stuck the landing was. Would make jumping and stunts a little more useful in any game mode.
The difference between the circus and a strip club.
Game is looking great! Sorry about ModNation Racers Hopefully it helps raise awareness for you.
[ame=http://www.youtube.com/watch?v=5clZxuQnnCA&fmt=22]HD Link[/ame]
[ame=http://www.youtube.com/watch?v=AVigRwjfBeA&fmt=22][ame=http://www.youtube.com/watch?v=AVigRwjfBeA&fmt=22]HD Link[/ame]
on the game progress front, we are back to having closed private beta tests every week, and we hope to move to an open beta at the end on November.
I also re-vamped our game website: http://myzerogear.com
I started making this Rambo-esque headgear.
*Update*
New Picture, more or less done I guess, would love to see how it looks with the shaders of the game
but I didn't find any MAX to ogre exporter when I was trying to follow your ZeroGear workflow, so it looks a bit plain.
Here is a guide to the model format of the items in ZG http://myzerogear.com/wiki/index.php5?title=Ogre3d_Tool_Pipeline
Skizot also has some good experience on getting items into the game, he is a good guy to go to for help.
fang: Just a few crits on your head gear design. I would personally stick to thicker and chunkier designs to match the art style of the game. The bullets look way too thin and you've probably got too many of them. Half the number of them and double (maybe even triple) their size and I think you may have a winner.
I would almost say the same thing with the knife. You need to add the fun and stylized look to the knife that all the assets in Zero Gear have. Big bold and simple shapes.
Just my two cents
will this available on PSN when it finished? !
Again, wicked wicked wicked!
~P~
Emil Mujanovic, great crit thanks, I'll totally attend the points you mentioned, for some reason it didn't hit me.:poly128: Big, Bold&Simple, thanks!
am I still in time to send it in?
I think a lot of people use these "ogremax" exporters for more recent versions of max: http://www.ogremax.com/products
The beta will be opening up soon, but I will PM some keys to people that are making stuff that that they are ready to try and get in the game.
KazuyaMochu: that car is awesome!!! There is no deadline to send anything in, the custom stuff isn't going to go out with the game (though some of the stuff I have seen here would definitely make a great addition to what I already have... I am just worried about the legal ramifications of publishing other peoples work) Right now the game supports local custom content just dandy, you can make stuff and it will show up in the garage, and if someone else has the item in their garage, they will see it in game too.
From day one we have really wanted to support transferring those custom items across the network, so that people don't need to download an item outside of the game to see it and have it show up in their own garage. Unfortunately it is not looking likely that we will be able to devote the time to get that running before the release, but it is still on our list of things we plan to add in an update.