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Post by MonstaWolf on Jun 26, 2016 14:49:54 GMT
Hey guys, I've got something awesome to show you all, something a few of you have been waiting for. It's a little bit of gameplay from the game I've been developing, Brake Line (probably not the final title btw), which I'm hoping to release a demo for sometime during the summer. It shows off the traffic system, the crash physics, and the quick race load times. (None of this was cut). ~ PLEASE READ BEFORE WATCHING~ I have some stuff to go over before you see it so you don't get confused. -The bad frame rate is caused by the recording software I use (the one I use should be obvious, lol). -The first two times I wreck, they were a bit below average. The third one is what typically happens when you wreck your car. -Yes, the traffic is a bit glitchy. Still working on that. -When I enter the race, some stuff from free roam doesn't dissapear. I just haven't finished that script yet, the GPS and current target (the huge floating tire) will not be present during the race. -I had walls to show you where to go in the race, but they were causing lag so I removed them. I will be putting visible checkpoints in soon. -I know the city is bland, I'm working on adding trees. -I made the handling really easy for this so I wouldn't mess up, it's normally more difficult. -The video makes the game look a little darker then it truly is for some reason. -There is also a Mustang in the game Well, I hope you enjoy the vid! Sorry for the frame rate of it though, as I said, the game runs a ton faster when not recording. Link to video (On google drive)
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Post by Power Supersport on Jun 26, 2016 15:23:30 GMT
This is a very good game... I just love the damage system you implemented... I like the way you enter a race without leaving the project... Making multi-level game with many projects in 3D Rad is simply inefficient... Because if you need to change something you need to change it to all scripts in the projects... With one project you only have to worry about the stuff in this single project... My opinion is that you don't need this Toon effect... Your game will probably look better without it... If you still want to keep it, maybe add a setting for the users to disable it... And try to increase the sunlight's intensity... Also increase the emission of the entire city... It will make the model look like it's brightened by the sun... Use iShaderFloatSet (OBJ_X, "cEmissive", value)Also, creating a custom gauge for the speedometer will be a great addition for your game... It will add a little bit originality... If you don't know how to make one, here is a tutorial: Another thing is that I recommend you recording with Mirillis Action... Records at pretty decent framerate with low CPU usage and uses hardware acceleration... I have a question... Did you make the city? Overall, very good game at the moment... I like the way you're passioned about it...
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Post by MonstaWolf on Jun 26, 2016 15:59:26 GMT
Thanks a ton for the review, I'm glad you like the damage system Ok, so, with the toon shader, if I take it off, everything looks like it's made of clay As for the sunlight, it looks a lot better in-game... the video quality kind of messed with the gamma and lighting a bit. Also, I was going to make a custom speedo later, I just forgot to the default one doesn't fit right with the game. And, I didn't create the city, but I did use it with permission and also edited it a bit. Also, thanks for the reccomendation of that recording software, I will certainly use it in the future I'll definitely take your ideas into consideration, as I want to make sure it's as good as it can be!
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Post by cypermethrin on Jun 26, 2016 16:35:54 GMT
Really great work, I personally like the toon look but it does need to be brightened up a bit (although you said this was a recording issue). You've clearly put a lot more into this rather than the usual PCar on Highway Kit, the biggest annoyance for me with RAD is the loading times and you've addressed this
Crashes look good, models look good (but I never see the reason for putting interiors into cars, lots of polys for not much visual gain) but HUD needs work as PSS said.
Looking forward to playing it though, because it doesn't matter how good it looks, it has to be fun!
Keep going, you've got something very good for RAD, it almost looks like the old days when people really knew how to get the most out of the engine (long before my time!)
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mtrxl
Full Member
Posts: 59
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Post by mtrxl on Jun 27, 2016 8:27:28 GMT
WOW, the map looks huge
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Post by MonstaWolf on Jun 27, 2016 16:57:01 GMT
Thanks for the feedback everyone, it really helps!
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Post by MonstaWolf on Jul 19, 2016 21:50:04 GMT
So, since I've been out of touch lately, I figured I'd let you all in on the types of events that will be in my game.
-Circuit, the typical circuit race around the track -Sprint, the typical a-b race -Rogue Sprint, which will be similar to a sprint race, but the difference will be that you can take any route you want, as there is only a start and a finish and no checkpoints in-between -Hunted, where a group of cars chases you down and tries to take you out. Your goal is to get to the location specified by your compass (again, no checkpoints) while crashing/being taken out less than three times -Hunter, where you have to take out a specified amount of cars in a minute
Any suggestions?
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