New build is up on Steam: 1.0.1.1 Change Log * 65 MS of lag removed * Increased the network sync time to 30 times a second from 20 * Quick play button added to the main menu which will join the best server or start a local server if there aren't any good servers to join * Reverse speed increased slightly * Soccer ball…
Oh cool. As for skin tones I would suggest the following : You could have the 'main' tone driven by a multiplied color (over a very bright greyscale painted face), and another layer on top of that that adds the needed coloration. (red in the cheeks and nose for instance). A couple blending modes in photoshop allow to do…
4 days after our beta went live we have a new update for everyone! Here is the changes: 1.0.1.0 Change Log * Kart physics modified, the kart is much heavier now as well as other subtle tweaks * Air steering is now only engaged by pressing the steer direction after leaving the ground * Some maps updated to work better with…
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.…
we have recently been working on testing out our first test of some gameplay rules. In order to get a better grip on how our rules system is going to be layed out we are doing a quick game of tag, where the person who is "it" the longest wins, and whenever you run into the person who is it you become it. We are about…
It's actually quite difficult AND fun. I too was sceptical at first but gotta playtest and enjoyed it quite a bit. The speed boost is quite powerful so you get aimed up just right, give it just enough boost 'damn, too much boost' and you miss. I got quite a few bullseyes during that test (a combo of boost and brake check…
New beta is live on Steam: 1.0.1.4 Change Log * New race map added: Zero Circuit!!! * Network bandwidth usage optimized, uses up to 75% less data * Skate now has a simple point based game mode * Puncher can be used behind kart, has better range, and causes the punched object to spin more * Reduced the time it takes for a…
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…
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…
New Video! Basic Gameplay tag-test In this video we are using a “Tag” type game mode as an intitial test of our gameplay scripting system. Using the experience from this we will design bigger and more exciting gameplay! In this mode, players compete for the longest amount of time being "IT". The longer you are "IT" the…