Hello 3D Rad Community, You all may remember my promised project Midnight Express, the overly hyped racing game that everyone has really accepted and became hopeful for it. I wanna apologize to everyone for basically lying, and not posting anything about it. Well, I cancelled it a long time ago. Firstly, because it was just way too much for me to make and it would've been really close to NFS so it would just be considered a bad NFS rip-off. Secondly, I never thought that it would be so well accepted because I just saw all the posts on that thread and saw how much people were actually hyped for it. Again, I'm sorry for that, and I hope you will understand.
But now, I'm here to talk about something else, something new.
I promise this time, this title is gonna get to your computers the way I'm gonna present it now (and no matter if some errors appear that will need some time to fix, I will be persistant and deliver you the game), and I hope you will all like it and give it the same love, just like you did for Midnight Express.
I present to you, Fast Project! The racing game that will give you something fresh, something new.
The game is set in Palamar District, an area that covers 6 different cities all connected with a big highway system. Drive on flat straight roads at high speeds, and even curvy non-flat roads where control and even brakes are required.
Get behind the wheel of a variety of cars that are made up and built from scratch and pre-tuned, so it's only up to you to learn to control them and dominate. (Customization was removed for a lot of reasons, so sorry to disappoint about that).
But, there is no time to just sit in your car and drive around. Every moment of gameplay, is filled with different action.
The game is driven by a storyline and everything happens according to the story, so you always have to be prepared to do what the story tells you to do in order to progress, and come closer to the truth...
The storyline in short:
You, are Kazuki "Kaze" Teigen, an outlaw and professional street racer who is forced to compete in the biggest racing competition "Fast Project" by Toni Decasini, the leader of the infamous street racing crew "The Mistics". After Kaze gets left with nothing, he is accepted by Aurora Lee, a mysterious car expert, and Matthew "Micro" Wilson, a crazy and very interesting guy who is among the best fabricators out there, who help Kaze get back on his feet and start his journey through "Fast Project".
A lot of challenges, emotions, funny things and shocking discoveries await you in this fast-paced racing game that lets you emotionally become part of the story.
The game is getting ready to be in development very soon, that's why there are no pictures.
And also, DRL Games is looking for a new member who is an expert in scripting and can pretty much make scripts for anything in 3D Rad. So who is willing to help out and be part of the DRL Games family, is more than appreciated to join.
As soon as the whole team is set up, the game will be officialy put into development.
Sounds pretty good. Maybe you should take the approach in unity 3d or unreal engine 4 instead of 3d rad just for graphical fidelity and higher quality results. Remember, gamers these days are not looking for fun really, but they are looking for stunning graphics and fun.
Here is a formula
High quality graphics + good gameplay + good marketing + devotion = a well made and sold game.
Aug 20, 2017 20:01:27 GMT
"The only person who got there work done by Friday, was Robinson Crusoe"
Post by Power Supersport on Aug 20, 2017 21:06:27 GMT
I have to disagree here... Although graphics are somewhat dependant on the game engine, all the modelling and art is done by the person behind the computer... You can say all day Unity or UE4 will make your graphics fantastic, but that's not the case when you have 0 experience in modelling...
I've came to the conclusion that proper texturing, attention to detail and overall experience in modelling is essential for a good looking game... My personal choice of course would be Unity as well, but I pick Unity due to other reasons - object-oriented coding, prefab and component system...
High quality doesn't mean realistic... My personal experience shows that you can still do good games with 3D Rad, but you should really not overcomplicate them, and not try to make them the realistic style... I think lowpoly style could do very well for 3D Rad for both graphical (shaders) and performance (poly count) reasons...
I agree with Power Supersport on this one. I'm not planning for this game to be anything too complicated whether if it's graphics or gameplay. And I would totally be using Unity or other, but I'm not that much of a pro, so 3D Rad should cut it now for me. When it comes to modelling, that ain't much of a problem to me, and pretty much more detailed models always give a better feel of better graphics than having a lot of realistic non 3D effects implemented in the game's environment.
Btw, 3D Rad is my first game engine and specifically for special reasons I wanna use it to create my first game and also show that 3D Rad can be almost as good as more advanced game engines by making this game. So besides doing this cuz I want to have at least one project behind me, I'm also doing this to show that a racing game made in 3D Rad, can be as fun and advanced as if it was made in any other engine, but unfortunately, since people mostly want better graphics which equally means better gameplay, this will be a challenge. But I love challenges, and I agree most of you do too, because it is more fun and interesting when it's a challenge right?
This game isn't meant to compete with any other more famous racing games on the market. It is just a competition-free project that I think people will like for it's uniqueness. But we can't please everybody... Oh the cruel gaming world these days...
you don't really need good model/texture skills in unity/unreal since you can buy pre-made asset packs on their stores: terrain, cliffs, buildings you name it - all done by pros.
for rad you do as the only 'asset' store is the free sketchup warehouse which aren't really optimized for games and made by modeling enthusiasts rather than gaming pros. unlike the assets stores, they also don't come with texture maps that rad can't use with spec/bump/light maps so you have to texture and make each map individually yourself.
Post by Power Supersport on Aug 21, 2017 7:17:35 GMT
Buying assets does not solve your problem... First of all, it destroys the uniqueness of your game, since these assets have been purchased by other people... Secondly, they cost cash, and good assets usually cost quite a lot... And there's no guarantee that you'll ever be able to fulfill your idea with those assets as there would always be things that you might wanna modify... We're getting back to the modelling experience...
Assets are meant to be "aid kits" for your project... Or at least I recommend you to use them that way... They could be used maybe to add a little bit of extra detail just to save time, but definetly not make your entire game out of them...
I think the UNITY would be the right solution, but I personally having almost zero programming experience with this game engine. anyway what is importat is the sad fact 3DRad would be in this case the very bad choice. a MISSION IMPOSSIBLE, really. as many time said and confirmed, with 3DRad you cant create complex game like NFS is. you would have problems even to make such game project working correctly with simple 3d box untextured models instead of super looking cars, buildings or characters
however, I would be very very happy for any new user made 3drad game, could be a demo.
Aug 21, 2017 7:51:10 GMT
2D and 3D stuff creation, game add-on / game development
Well, since I still need to set some things up for the beggining of development, I used my free time to create the first box-art idea, what do you think? (btw, this is not the final cover, I'm just using this to give me some inspiration for further ideas)
Indiedev, didn't I say that this is just an idea, a simple guide to help with future covers? I ain't planning on marketing the game by using any unlicensed stuff before licensing it first. I just used that to show that it's a cover idea, but I admit, I could've used the PC DVD ROM logo or something...
Btw do I need to do any licensing for the PC DVD ROM logo?
how will your game even get on dvd? you can't have a publisher/distributor for a game not made yet, and you are very, very unlikely to get one for a 1st [or 2nd] game in 3drad, so that leaves burning/printing them in your 'studio' and mailing them out to each buyer by hand.
I guess my publishing dream is over now... Looks like the only option I have left is to release it on Steam, hoping it will hardly be Greenlit and accepted... But still, the development will be a journey enough, I guess...