TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

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Re: Project Aftershock

Postby Nodrev » Tue Jan 31, 2012 2:44 pm

As allways, your screenshots deserves the awesome quality of your project!
That's a very good job!
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Re: Project Aftershock

Postby yapdakilla » Tue Jan 31, 2012 2:50 pm

@MindCalamity: Currently there are no baked ambient occlusion or lightmaps, the soft shadows are just screen space ambient occlusion as the city is built out of many smaller pieces and the end goal is to make every effect such as lighting real time.
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http://TrackVerse.net

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Re: Project Aftershock

Postby yapdakilla » Thu Feb 02, 2012 7:51 am

Update on the city theme car model. Have yet to import it into the engine.

Image
Image
http://TrackVerse.net

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http://nakama-studios.com

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Re: Project Aftershock

Postby rsn10100 » Thu Feb 02, 2012 9:21 am

Looks nice.

You should put some celebrity (like Justin Bieber) getting out of that thing and running across the track so that each lap we get a chance to run him over. :lol:
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Re: Project Aftershock

Postby yapdakilla » Mon Feb 06, 2012 3:57 am

Hi guys,

Heres an update of the demo track done using the city themed blocks:

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com

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Re: Project Aftershock

Postby Mind Calamity » Mon Feb 06, 2012 11:39 am

:shock: :shock: :shock: :shock: :shock: :shock:

Enough of a compliment ? :D

Great job putting that environment together, it looks very slick!

BTW - How did you put it together ? Is it modeled as a whole scene in a modeler and then loaded in your game, or do you have a custom editor to connect the roads from the pieces of road you posted in a previous image ?
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Re: Project Aftershock

Postby yapdakilla » Mon Feb 06, 2012 2:35 pm

@Mind Calamity: The models are built as reusable pieces in Blender3d then imported into the engine which includes both buildings and road pieces as seen in this post: viewtopic.php?f=11&t=37377&start=325#p441849. After that its all about mixing n matching the pieces together :)
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http://TrackVerse.net

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Re: Project Aftershock

Postby duststorm » Mon Feb 06, 2012 6:10 pm

Does placing road pieces build a track for the AI automatically, or do you need to add that manually in the editor, eg. by placing splines. I can imagine that you 'd have to place additional game logic markers like checkpoints, finish, and track borders.
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Re: Project Aftershock

Postby yapdakilla » Tue Feb 07, 2012 9:47 am

@duststorm: currently placing road pieces does not build the track for the AI and the editor has a bezier curve editor to draw and define the track path.
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http://TrackVerse.net

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http://nakama-studios.com

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Re: Project Aftershock

Postby yapdakilla » Thu Feb 09, 2012 2:49 am

Created a quick test run of the city themed track level. Have yet to integrate the real life car model though as that'll take time customizing the car physics.

Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Re: Project Aftershock

Postby rsn10100 » Thu Feb 09, 2012 4:20 am

Seems kind of naked without sound.

You should add some sort of booster and grapple in some places around the map. That would be cool. :D
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Re: Project Aftershock

Postby yapdakilla » Thu Feb 09, 2012 4:50 am

We have not worked on the player mechanics such as boosters yet but will get there! :D As for grapple this was the machine that we're planning to implement in the future

Image
http://TrackVerse.net

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http://nakama-studios.com

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Re: Project Aftershock

Postby rsn10100 » Thu Feb 09, 2012 5:59 am

Now that looks awesome. I think it could use some random external plasma beams though. Some small external ones that just burst out every now and then would look cool. :wink: Something that says, "You can not contain me. RAWR!" :x :lol:
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Re: Project Aftershock

Postby Mind Calamity » Thu Feb 09, 2012 7:21 am

rsn10100 wrote:Now that looks awesome. I think it could use some random external plasma beams though. Some small external ones that just burst out every now and then would look cool. :wink: Something that says, "You can not contain me. RAWR!" :x :lol:


Agreed.

BTW - Somehow your game's graphics really remind me of Unreal Engine's. Very impressive.

But what's more awesome are the vehicle physics. What library are you using for the physics ?
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Re: Project Aftershock

Postby yapdakilla » Fri Feb 10, 2012 12:10 am

@Mind Calamity: Thanks :D Although the engine features we have is still a long way off from Unreal Engine's. We're using Bullet physics.

Newer test track done using updated post apocalyptic themed track blocks.
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http://TrackVerse.net

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Re: Project Aftershock

Postby Mind Calamity » Fri Feb 10, 2012 7:32 am

Amazing thing you've got going, keep it up!

Also, can you maybe give me some tips/hints on how to create a vehicle like yours with Bullet, or maybe even a code snippet ?
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Re: Project Aftershock

Postby chaosavy » Fri Feb 10, 2012 3:12 pm

awesome!


now make a post apocalyptic shooter :)
Visit http://www.VoidDestroyer.com to check out my space sim project - Void Destroyer
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Re: Project Aftershock

Postby rsn10100 » Fri Feb 10, 2012 11:41 pm

It looks awesome! ;)

Just some thoughts here...
One thing that worries me though is how all the narrow roadways will affect game play when more vehicles are added. It's not that there shouldn't be any narrow roads or tracks, but that once other vehicles get added in it might be too difficult to get a good race going. I do think it would be a cool feature of more difficult tracks and maybe if there were smaller "Jet Moto" type vehicles they could have the advantage on those tracks.
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Re: Project Aftershock

Postby yapdakilla » Sat Feb 11, 2012 3:40 pm

Hi rsn10100, the videos of the levels are showcase levels. Players and track designers are free to build wider or narrow tracks from the set of track blocks available to them with new track piece updates from time to time :)
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http://TrackVerse.net

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Re: Project Aftershock

Postby rsn10100 » Sat Feb 11, 2012 7:06 pm

That's awesomeness! Well, if awesomeness wasn't a word then it is now. :lol:
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Re: TRACKVERSE (formerly known as Project Aftershock)

Postby Mind Calamity » Fri Feb 17, 2012 8:00 pm

Impressive as always (you never fail at that).

Yapdakilla, if you could help me with this - viewtopic.php?f=2&t=68936&p=451029 I would greatly appreciate it, I need help getting vehicle dynamics like yours in the videos to work.

Keep up the good work! :)
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Re: TRACKVERSE (formerly known as Project Aftershock)

Postby yapdakilla » Thu Feb 23, 2012 7:03 am

You could ask "lf3thn4d" as he's the programmer for TRACKVERSE :D
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

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Re: TRACKVERSE (formerly known as Project Aftershock)

Postby yapdakilla » Thu Feb 23, 2012 2:58 pm

Here's a city theme and post apocalyptic theme track mashup ! :D

Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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Re: TRACKVERSE (formerly known as Project Aftershock)

Postby yapdakilla » Sun Feb 26, 2012 5:17 pm

Here's an update on the cartoon themed building blocks :D

ImageImageImageImage
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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Re: TRACKVERSE (formerly known as Project Aftershock)

Postby yapdakilla » Sun Mar 04, 2012 2:45 pm

Updates on the toon track work in progress:

ImageImageImageImage
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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