NK2 - Kart Racing to the MAX
Aug 11, 2017 11:46:57 GMT
Power Supersport, commended, and 2 more like this
Post by Deleted on Aug 11, 2017 11:46:57 GMT
Hey guys, this thread's pretty much where I'll put everything from now on, not in the complete games thread. Thanks, Doc Ninkeo
It's been a long time since I've made anything in 3DRAD at all, hasn't it? Well, for what is probably going to be my last game I make in this aging tool, I've decided to see how I'd go at remastering the original Ninkeo Kart game and put a heap of new elements not seen previously. IMO the original felt a bit too rushed, and wasn't well optimized when it came to running on a wide range of machines. With my improved scripting skills (programming helps A LOT, especially Game Maker and C# / VB.NET), I was able to get a prototype up and running quickly and efficiently, without causing a drain on 3DRAD too much.
This is what I felt the remaster would need in it:
I also wanted to try and squeeze the best graphics I possible could out of 3DRAD before it begins to choke badly, so I'm using the tried and trusted method of using giles to lightmap the terrain, along with populating it with X-trees (2D X trees are nowhere near as intensive as filling the map with 3D trees). Shadmar's user shaders take care of the kart colour as well as the tree shading (correctly mapping the backfaces on the X-trees is important to keep it looking good at all times).
Take a look at all the screenshots I've taken so far. I'll post more as I go along.
CHECKLIST OF THINGS TO DO [Updated as of 11/08/17]
Pretty soon I'll put up a playable demo once I feel it's in a state ready for public testing. Hope you guys enjoy the journey once again
It's been a long time since I've made anything in 3DRAD at all, hasn't it? Well, for what is probably going to be my last game I make in this aging tool, I've decided to see how I'd go at remastering the original Ninkeo Kart game and put a heap of new elements not seen previously. IMO the original felt a bit too rushed, and wasn't well optimized when it came to running on a wide range of machines. With my improved scripting skills (programming helps A LOT, especially Game Maker and C# / VB.NET), I was able to get a prototype up and running quickly and efficiently, without causing a drain on 3DRAD too much.
This is what I felt the remaster would need in it:
- Some sort of drift functionality
- Being able to pick any colour possible and applying it to any kart
- A hot-lap function, where the best lap is recorded and compared to
- 4 four track GP cups for a total of 16 tracks
- Better variety and orginal kart designs, which vary from an off-road rally racer, up to an on-track speed kart
I also wanted to try and squeeze the best graphics I possible could out of 3DRAD before it begins to choke badly, so I'm using the tried and trusted method of using giles to lightmap the terrain, along with populating it with X-trees (2D X trees are nowhere near as intensive as filling the map with 3D trees). Shadmar's user shaders take care of the kart colour as well as the tree shading (correctly mapping the backfaces on the X-trees is important to keep it looking good at all times).
Take a look at all the screenshots I've taken so far. I'll post more as I go along.
CHECKLIST OF THINGS TO DO [Updated as of 11/08/17]
- Set up launcher for tracks, karts and GP races
✓ Add a compass for direction purposes
✓ Fix the karts being too dark on the opposite side away from a lightsource
- Port across the Ninkeo Kart tracks and touch up (lightmap, populate with trees)
- Fix minor issue with lightmap on Windy Pass
- Prepare more kart models, either from scratch or ported from Ninkeo Kart
- Investigate borked shadowmap on Cube Racer kart
Pretty soon I'll put up a playable demo once I feel it's in a state ready for public testing. Hope you guys enjoy the journey once again