K.
Well, I have been trying to get Pipe World on a few portals the last 3 weeks, and only one portal responded, Instead I should say that a company that works for a few large portals responded. They want to contract the game, but I just hope it gets on the portals soon, I don't want to pass up on the Christmas consumer whores =/. Maybe the other portals didnt mail be back is because of 2 reasons.
- 1. the game sucks.
- 2. everyone is spamming their match 3 game at them for a quick buck.
awesome awesome awesome game.
In other news...I guess I am starting a new project, although it may be a bitambitious, crazy, and probably is a failure. Ok, now that the disclaimer is out of the way...
Its a 3D Online Drag Racing Game. Yah, you can vomit now.
Well, unfortunetly there IS one 3d online drag racing game HERE, and it actually came out less then a month ago. Its actually not a bad game, and these games actually have a huge market for them. Nitto 1320 has like 100k people registered or some crap? Anyways, I think all these games lack soo much that I believe I can deliver.
Well, i doubt anyone knows that I am actually a mechanics junky. I actually built my car and helped other people build a few cars, and I rebuilt an older race kart which it hauls ass ATM.
Anyways, my plan for the game is to implement these features.
Oh, and the unoffical name is Bench Racer. Bench racing is a form of racing with numbers. For instance I have 400hp @ 3000lb, I will beat your car that has 300hp @ 3100lb. In the game though your the chassis/engine tuner and thats going to be the main method of getting the car fast, winning on the bench lets you win on the track.
- Full 3D
- md2 model rendering
- texture mapping
- vertex lighting
- shadow mapped shadowing
- Full Physics
- ODE Physics SDK
- rigid body collision & response
- different suspension simulations (solid axle/independent)
- different types of transmissions (automatic/semi-auto/manual)
- not sure about the tire model, but something will be made
- probably 3000 things I cant think of
- World (track) files
- simple text files or xml
- file describes placement/size/orientation of models, primitives and heightmaps, and also describes their properties (collision, explode etc)
- probably 3000 things I cant think of
- Car files
- simple text files or xml
- placement of parts for the vehical (engine,wheels,seats), and for performance parts, the description of the effects on the car (bowling_ball ++10kg)
- probably 3000 things I cant think of
- Car Upgrade System
- robust parts system (first one EVER that will be realistic for once, ea/need for speed - GTFO)
- tuning of parts (fuel map/ignition tables, multistage nitrous, cam timing etc)
- first ever real dyno in the game (yes, the wheels spin a real drum and does real-time calculation)
- probably 3000 things I cant think of
- Multiplayer
- server will be kind of like an mmo structure, but no avatars can be visible except in the chat and in the races
- client-server architecture
- custom dbase for speed might be used, but mysql may be better
- probably 3000 things I cant think of
All that shit is probably way too much for now, I have a basic SDL/OpenGL framework implemented at the moment drawing out some car models on a straight track. At the moment I am trying flesh out the camera system i am going to use and finish the basic physics I have right now (simple z axis movement). Then I might attempt making a simple server people can join and race using the simple z movement physics.
Once I get to that point I think I will know If I am ready to take on this kind of game, its a big project that might take many months to get to alpha stage with working physics. Since I never made a 3d game and worked with real physics maths, I want to take baby steps. :D
Screen atm:
I've tried to make racing games many times but the car physics never feel right for me.