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

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
Nodrev
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Re: Project Aftershock

Post by Nodrev »

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

Post by yapdakilla »

@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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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

Image
Image
http://TrackVerse.net

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rsn10100
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Re: Project Aftershock

Post by rsn10100 »

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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Hi guys,

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

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Mind Calamity
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Re: Project Aftershock

Post by Mind Calamity »

: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 ?
BitBucket username changed to iboshkov (from MindCalamity)
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

@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: http://www.ogre3d.org/forums/viewtopic. ... 25#p441849. After that its all about mixing n matching the pieces together :)
Image
http://TrackVerse.net

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duststorm
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Re: Project Aftershock

Post by duststorm »

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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

@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.
Image
http://TrackVerse.net

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

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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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.

[youtube]PUSYb2PcaPA[/youtube]
Image
http://TrackVerse.net

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

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
rsn10100
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Re: Project Aftershock

Post by rsn10100 »

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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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

[youtube]zGQbNq4p_zE[/youtube]
Image
http://TrackVerse.net

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

Liquid Rock Games Sdn. Bhd.
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rsn10100
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Re: Project Aftershock

Post by rsn10100 »

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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Mind Calamity
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Re: Project Aftershock

Post by Mind Calamity »

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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

@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.
[youtube]vJswM-nHbrU[/youtube]
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Mind Calamity
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Re: Project Aftershock

Post by Mind Calamity »

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 ?
BitBucket username changed to iboshkov (from MindCalamity)
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chaosavy
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Re: Project Aftershock

Post by chaosavy »

awesome!


now make a post apocalyptic shooter :)
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rsn10100
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Re: Project Aftershock

Post by rsn10100 »

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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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

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 :)
Image
http://TrackVerse.net

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rsn10100
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Re: Project Aftershock

Post by rsn10100 »

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

Post by Mind Calamity »

Impressive as always (you never fail at that).

Yapdakilla, if you could help me with this - http://www.ogre3d.org/forums/viewtopic. ... 6&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! :)
BitBucket username changed to iboshkov (from MindCalamity)
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yapdakilla
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Re: TRACKVERSE (formerly known as Project Aftershock)

Post by yapdakilla »

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

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yapdakilla
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Re: TRACKVERSE (formerly known as Project Aftershock)

Post by yapdakilla »

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

[youtube]1yXMoJSu_l8[/youtube]
Image
http://TrackVerse.net

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

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

Post by yapdakilla »

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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yapdakilla
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Re: TRACKVERSE (formerly known as Project Aftershock)

Post by yapdakilla »

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.
http://www.liquidrockgames.com
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