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#1 leegamestudios

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Posted 13 October 2012 - 01:10 PM

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_speed_ is a futuristic top down racing game which will feature 8 player multiplayer and a full carer mode.

_speed_ is set in 2100 the turn of the century where the worlds first anti gravity racing league is taking place. Pilots are put in state of the art crafts in which they race at over 400MPH.

I have put together a list of feature which I hope to be in the finished game.

- 8 player multiplayer support
- Carer mode
- Single races
- 8 + maps
- Online time challenges
- Challenge mode (time trial, elimination, perfect lap)
- Weapons system

Screenshots of latest build. (Imgur album http://imgur.com/a/cfZDg#2)
Spoiler


Video of latest build
http://www.youtube.com/watch?v=eXM7vWXVPAs

What I need your help for

- Weapons system
- Random weapon pick ups on the track. (WipEout style)
- You choose your weapons before the race and pick ups on the track give you ammo.

- I need your help to design teams, what I'd need is :
- Team name
- Team location
- Established
- Team colous (max 2)
- Team motto(s)
- Brief history / back story

- Or if teams aren't your thing sponsors / advertisers for teams / league
- Name
- Established
- What they do
- Who do they sponsor (team / racing league)
- Motto(s)
- Brief history / back story

Another idea I have had is an announcer like in SMNC (super monday night combat) where they would comment on say ships being destroyed or just funny lines, so If you want to think of some line then go ahead. (I will also be looking for voice actors for the announcer(s) later)

(Example of what I'd like http://www.youtube.c...U&feature=plcp)

If you don't want to help with any of that then I would appreciated any ideas of what you would want to see / improvements.

Tumblr - http://leegamestudios.tumblr.com/

- Aidan.

Edited by leegamestudios, 14 October 2012 - 05:47 PM.

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#2 Zeddy

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Posted 13 October 2012 - 03:23 PM

You appear to be using 3D, so why are you making the game top-down?

I notice that you are crashing a lot in the video. This is because the camera is cramped in very close to the vehicle relative to the speed it is going at. I would suggest a forward-facing perspective or at least a dynamic camera that zooms out more the faster the vehicle goes and is skewed ahead.
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#3 leegamestudios

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Posted 13 October 2012 - 03:39 PM

You appear to be using 3D, so why are you making the game top-down?

I notice that you are crashing a lot in the video. This is because the camera is cramped in very close to the vehicle relative to the speed it is going at. I would suggest a forward-facing perspective or at least a dynamic camera that zooms out more the faster the vehicle goes and is skewed ahead.


As much as I'd love to make it 3D I have close to no experience with 3D, I'm just using fake 3D to draw buildings based on the view.
With regards to the camera it probably will be zoomed out further when I make some larger tracks, however I think the crashing is mainly to do with me being bad at driving.

- Aidan.

Edited by leegamestudios, 13 October 2012 - 03:39 PM.

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#4 leegamestudios

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Posted 15 October 2012 - 09:41 PM

Alright, me and some of the other people over at www.reddit.com/r/gamemaker have came up with some teams and sponsors :

Spoiler


I am still accepting team and sponsor name, apart from that I have started to think of logo designs, If anyone would like to have a bash at "Digitalise" my paper designs then please head over here http://gmc.yoyogames...howtopic=557210
Any and all help appreciated.

- Aidan.

Edited by leegamestudios, 15 October 2012 - 09:41 PM.

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#5 Tru Pimp

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Posted 17 October 2012 - 08:05 PM

looking good!
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#6 vidokas

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Posted 17 October 2012 - 09:15 PM

looking good!

its looking good.
but from my point of view. when u creating game. u need to think some crazy ideas. and add some features that are not added in that style of game, or put together ideas from other games to one and make something unique.
i dont know much about other indie racing games.
but think. why your game is be better than other games? or how make it better than other games.

Edited by vidokas, 17 October 2012 - 09:15 PM.

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#7 Yal

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Posted 19 October 2012 - 11:52 AM

A stylish game with realistic team/sponsor background stories? I'd make the game look like Chapter 22 of Portal: there's lots of snazzy metal checkboard patterns, but here and there you can see concrete and rust shine through. The levels should look battered and torn at places (ie, have actual texture). That'll look good.
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#8 leegamestudios

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Posted 20 October 2012 - 04:28 PM

_speed_ dev log (Week 20th October 2012)

This week I've added a few new additions and laid out the ground work for lots more.

Added
  • Booster pads - Increase max speed by 5 for three seconds
  • Weapons pad - Driving over a pad will give you a random weapon out of a shield, cannon, machine gun, rocket (Dumb fire, fires x3), missile(x1, locks on) and a boost. each can only be used once then another must be picked up.
  • Started background work for multiplayer (should have basic movement and weapons ready by next week)
This weeks to-do
  • Finish adding weapons (currently only shield and boost)
  • Add angled walls and buildings
  • Get basic multiplayer up and running
This weeks screenshot gallery

http://i.imgur.com/LK0xwh.jpg

http://i.imgur.com/W74jjh.jpg

http://i.imgur.com/jjALjh.jpg

http://i.imgur.com/CkUi3h.jpg

http://i.imgur.com/p3Ordh.jpg

http://i.imgur.com/LyRIoh.jpg

Development log video

http://youtu.be/1z4vhHJ-tUo

r/gamemaker and r/gamedev post

http://www.reddit.co..._i_live/c6paanv
http://www.reddit.co..._people/c6pac24

-Aidan

Edited by leegamestudios, 22 October 2012 - 09:00 PM.

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#9 leegamestudios

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Posted 22 October 2012 - 09:30 PM

_speed_ AI test 01

Over the last few hours I have been implementing some AI into the game while I work with the multiplayer version.


Each AI craft creates a tracer object, this tracer object then chooses between three routes based on the room.
The craft then uses mp_potential_step to keep up with the tracer object and create smooth movement.

http://youtu.be/LnTOXdO3uKM

Edited by leegamestudios, 27 October 2012 - 12:15 PM.

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#10 leegamestudios

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Posted 27 October 2012 - 01:06 PM

All right ladies and gentlemen today I'm going to present to you my suggestion on how arcade mode, career and multiplayer modes will work.

Arcade
Everything will be unlocked, all tracks, crafts, craft variants, mode etc will all be available to play. What you do in arcade mode will not effect Carer or Multiplayer modes.

Career Mode
Career mode will start you off with each teams standard craft, by using craft you earn commendations for that team, these commendations can be used to unlock new craft variants. (see end)
The career mode will consist of a map built of lots of hexagons which will contain race events, completing events will unlock the events in the surrounding hexes.

Multiplayer Mode
The progression system will be similar to carer winning multiplayer events or challenges will earn commendations to unlock craft variants. Multiplayer will consist of standard races as well as challenges, you will be given a set of challenges to complete in multiplayer. Eg, kill a craft with weapon x. This will earn you extra commendations.

Craft Variants
Each team will have four craft types :
- Standard
- Weapons Variant (slower, more armour)
- Speed (faster, less armour)
- Prototype (Only available in certain race events)

Race Events
Completing race events will get you a gold, silver, bronze or no medal depending on how well you do as well as commendations
- Standard Race (just a simple race )
- Time Trial (Beat a certain time to earn certain medal tiers)
- Head to Head (1v1 race)
- Tournament (Series of races after each other)
- Endurance (Using each teams prototype craft, starting at the slowest speed and each lap the speed increases, race finishes when craft is destroyed)
- Eliminator (No lap limit, first to 10 ship kills wins)

Do you think this is a good way of doing these modes? If not what could be improved, do you like the commendations idea, if not how else could progression be used?

PS. This weeks devlog and video :
http://www.reddit.co...pumpkin/c6shghy

http://youtu.be/LxMyCcaCS1U

- Aidan

Edited by Yal, 29 October 2012 - 12:32 PM.
Fixed typos.

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#11 Yal

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Posted 29 October 2012 - 12:35 PM

"Carer" mode sounds more like you're playing as a bulky wingmate to a fragile speedster that's gonna smash people out of the way to let him/her win than what you probably meant, "Career" mode.

You should actually add in a mode like that. Escort missions... in 2000 mph! Awesome.
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#12 leegamestudios

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Posted 03 November 2012 - 02:59 PM

_speed_
Dev log Week 3rd October 2012

_speed_ is a futuristic top down racing game which will feature 8 player multiplayer and a full carer mode.

_speed_ is set in 2100 the turn of the century where the worlds first anti gravity racing league is taking place. Pilots are put in state of the art crafts in which they race at over 400MPH.

Added

- Working HUD displaying speed, lap, shield integrity and soon race position.

- I can now change the colour of the buildingd to what ever I please, this saves multiple textures taking up space, I decided against colouring the track due to it being too garish and hard to see the craft.

- Player craft now takes damage from colliding on the wall based on speed.

- AI craft are now slowed when hit by an offensive weapon (rocket, missile, mine)

- AI craft have their shield decreased and the other crafts increased when hit by an energy drain weapon

This weeks to do

- Get race positions working (proving to be a pain in the arse, if anyone has any suggestions on how to do it that would be great!)

- AI craft take damage and will be destroyed if too much damage is taken.

- AI craft use offensive and defensive weapon pickups.

This weeks Gallery

http://i.imgur.com/HUNcph.jpg

http://i.imgur.com/a69bgh.png

http://i.imgur.com/5NMXbh.png

http://i.imgur.com/hiySbh.png

Full gallery http://imgur.com/a/TOVWh

Dev Log Video

http://youtu.be/nffavDrjWlM

Do you like the design of the HUD? Do you think the font is appropriate for the theme do you have any concerns of the positioning of any of the information or the colour scheme? (I'm not too happy with the blue, it's too dark)

- Aidan

Edited by leegamestudios, 03 November 2012 - 02:59 PM.

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#13 md5

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Posted 05 November 2012 - 02:55 PM

@Zeddy : Lot's of games play in this style. The original Grand Theft Auto series comes to mind.

Brotha, this looks trippy. I especially like the Devlog 04 video! Keep it up :) This looks like one of those games that would be perfect for iPhone, where you tilt the phone to control the pod.

Edited by md5, 05 November 2012 - 02:57 PM.

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#14 leegamestudios

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Posted 06 November 2012 - 11:15 PM

_speed_ craft and team creation

Posted Image


Posted Image


(Concept pieces for what the editing screen might use)

Over the last few days I have been thinking about the option to give players the ability to create their own teams for use in career or arcade mode. I'm planning on creating several pre-built hulls that fit into three categories (Standatd, Heavy, Light) Then players will be able to edit primary and secondary colours and create a team emblem using a Halo Reach style emblem editor. Players will also have the option to switch between patters on their craft for the secondary colour.

Once the team has been saved the player will be able to share their team file to other players for use.

Each craft will have several stats;

- Speed

- Acceleration

- Handling

- Shield

Each of these stats will be out of five, (speed will scale with the racing class) players will have the ability to decide what their craft will specialise in by being able to put a limited amount of points into those stats. However depending on the hull type there will be limitations on some stats eg;

- Heavy - Limited in speed and handling however, no limit in acceleration and shields

- Light - Limited in acceleration and shields (and to some degree in handling) However no limit in speed

- Standard - Unable to reach the top tiers in any of the stats, but able to be a good all rounder

I already have the crafts set-up for two colours and patters, the editor has yet to be started however.

http://leegamestudios.tumblr.com/

- Aidan

Edited by leegamestudios, 06 November 2012 - 11:16 PM.

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#15 leegamestudios

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Posted 10 November 2012 - 04:37 PM

Posted Image


_ speed _

Dev log Week 10th November 2012

_speed_ is a futuristic top down racing game which will feature 8 player multiplayer and a full career mode.
_speed_ is set in 2100 the turn of the century where the worlds first anti gravity racing league is taking place. Pilots are put in state of the art crafts in which they race at over 400MPH.

Added
- Craft and team customisation, choose from different hulls and patterns then select the craft colours.

This weeks to do
- Get race positions working (proving to be a pain in the arse, if anyone has any suggestions on how to do it that would be great!) (I will get it done this week I promise)

- Add craft emblem options.

This weeks Gallery

http://i.imgur.com/v2df9h.jpg
http://i.imgur.com/Z8kCjh.jpg
http://i.imgur.com/ENpewh.jpg
http://i.imgur.com/w62bDh.jpg
http://i.imgur.com/npQcbh.jpg
http://i.imgur.com/j4VrUh.jpg
http://i.imgur.com/CFZXKh.jpg
http://i.imgur.com/y6I0ph.jpg
http://i.imgur.com/ARrqWh.jpg

Full gallery http://imgur.com/a/A4tiZ#0

Dev Log Video
http://youtu.be/B4zjPx3sCRY

/r/gamedev post
http://www.reddit.co...edition/c6z9xs2


Dev log
http://leegamestudios.tumblr.com/

Today I am happy to announce that I will be using GMechanism, GMechanism is an API that allows for server side cloud storage. This ensures that where ever you play the game as long as you log in your career progress will be downloaded to allow you to continue on without restarting! As well as this this allows me to create a Halo file storage system for teams created in the team editor allowing you to upload your teams and other people download them and use them in game! Players will also be able to upload their times to the online scoreboard and compare them with other players if they desire adding an extra completive feature to single player modes.

I am extremely excited to be using this API as it allows me to implement these three major features along with others such as achievements, friends lists, chat and much more.
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#16 lewis96

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Posted 10 November 2012 - 11:09 PM

Team: Ultimi-skill

Motto: ... If you haven't tried defeating us, keep it that way. If you have, you know what we mean ...

Background: This team is from earth. They own a technologically superior underground race gym with lots of tracks and simulators. Skill, skill, skill is what they focus on. They're vehicles may not be the best, but you can count on their driver's skill for making up for the vehicles.

Established 1970!! (Old, but very skilled haha)

Team colors: Black and white (Preferably stripes here and there that look cool)
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#17 ThunkGames

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Posted 12 November 2012 - 01:36 PM

Nice game, but have you considered posting your updates and stuff in the Work In Progress forum. Not that I have a choice what you do, but the game will get more attention there.
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#18 leegamestudios

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Posted 12 November 2012 - 03:55 PM

Nice game, but have you considered posting your updates and stuff in the Work In Progress forum. Not that I have a choice what you do, but the game will get more attention there.


I would but the WIP section requires you to post a demo and I don't have anything solid to release yet, what the forums really need is a place to post development logs at the moment it's demo or ideas. YOU HEAR THAT MODS!?!?!

- Aidan
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#19 Yal

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Posted 13 November 2012 - 12:02 PM

Mods ain't admins, we can't change the forum, we just clean it up. Oh, and we have a Suggestion Box forum: http://gmc.yoyogames...p?showforum=125

Go there and suggest a Devlog Forum. I will now close this topic for lack of discussional value. Have a nice day.
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