TRACKVERSE Alpha v0.1 now out for download @ trackverse.net

Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.

Moderator: PC Supremacists

User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

TRACKVERSE Alpha v0.1 now out for download @ trackverse.net

Post by yapdakilla »

Hi guys,

We are a couple of indie developers are working on on a new indie sci fi racing game almost similar to wipeout but with a different twist and gameplay feel. Still in its early stages as we have yet to include gameplay elements to it.

However we posted some early work in progress screenshots here at Flickr:

Image

And a roundabout video tour of the first track work in progress:

Image

Check out our blog and forums for development updates :) and leave a post on our forums ! :D

Liquid Rock Games
Blog: http://liquidrockgames.blogspot.com
Forums: http://liquidrockgames.xullum.net/forums/
Last edited by yapdakilla on Sat Apr 28, 2012 5:39 pm, edited 2 times in total.
User avatar
Joeyotrevor
Chaos Rift Cool Newbie
Chaos Rift Cool Newbie
Posts: 62
Joined: Thu Jan 22, 2009 6:24 pm
Programming Language of Choice: C++

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by Joeyotrevor »

That looks really cool!

Code: Select all

eb 0c 48 65 6c 6c 6f 20 77 6f 72 6c 64 21 31 d2 8e c2 30 ff b3 0a bd 02 7c b9 0b 00 b8 00 13 cd 10 eb fe
User avatar
dandymcgee
ES Beta Backer
ES Beta Backer
Posts: 4709
Joined: Tue Apr 29, 2008 3:24 pm
Current Project: https://github.com/dbechrd/RicoTech
Favorite Gaming Platforms: NES, Sega Genesis, PS2, PC
Programming Language of Choice: C
Location: San Francisco
Contact:

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by dandymcgee »

Wow, that's look very proffesional. I'm sorry if you mentioned this somewhere but will it be for PC, a console, both? Please be sure to keep us updated on the status of your project, it's coming along great!
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches! :twisted:
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by yapdakilla »

Hi dandymcgee we are currently planning to release this game for windows,linux and mac.
User avatar
M_D_K
Chaos Rift Demigod
Chaos Rift Demigod
Posts: 1087
Joined: Tue Oct 28, 2008 10:33 am
Favorite Gaming Platforms: PC
Programming Language of Choice: C/++
Location: UK

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by M_D_K »

yapdakilla wrote:Hi dandymcgee we are currently planning to release this game for windows,linux and mac.
SWEEEET!
I'm a linux gamer/devver :)

That looks so cool. One quick question. Is all the shadowing and lighting computed in Real time?
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by yapdakilla »

Hi M_D_K, yes all lighting and shadowing is calculated real time. Except for ambient occlusion which are pre rendered.
User avatar
trufun202
Game Developer
Game Developer
Posts: 1105
Joined: Sun Sep 21, 2008 12:27 am
Location: Dallas, TX
Contact:

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by trufun202 »

Wow, very impressive. I've seen your thread on the Ogre3D boards as well. The lush detail of the environment is just amazing.

Subscribed
-Chris

YouTube | Twitter | Rad Raygun

“REAL ARTISTS SHIP” - Steve Jobs
User avatar
avansc
Respected Programmer
Respected Programmer
Posts: 1708
Joined: Sun Nov 02, 2008 6:29 pm

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by avansc »

looks very good, impressive.

some constructive criticism.

1. the camera pan spring seems a bit soft/slow. in other words its hard to see what type of corner you are in. ie, whats comming up, is it still turning, or is there something in my way.
the camera takes to long to point in the same direction of travel.

2. it seems that there are some jerky movements when going over curbs. also when lending. it seems a bit rough for something that can hover.

anyways. good luck and it looks really good. well done.
Some person, "I have a black belt in karate"
Dad, "Yea well I have a fan belt in street fighting"
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by yapdakilla »

Thanks for the crits you're right bout the camera and craft movement avansc. Will take a look into that.
User avatar
Frosty
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 10
Joined: Sat Feb 21, 2009 5:51 pm
Favorite Gaming Platforms: Xbox 360, Playstation 3
Programming Language of Choice: C++
Location: New York
Contact:

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by Frosty »

Nice, is this in DirectX ?
User avatar
Falco Girgis
Elysian Shadows Team
Elysian Shadows Team
Posts: 10294
Joined: Thu May 20, 2004 2:04 pm
Current Project: Elysian Shadows
Favorite Gaming Platforms: Dreamcast, SNES, NES
Programming Language of Choice: C/++
Location: Studio Vorbis, AL
Contact:

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by Falco Girgis »

Hey, I had checked you guys out awhile ago (on my iPod at school). I didn't get around to saying this until now. Looks absolutely amazing. Subscribed.
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: Project Aftershock - Indie Multiplayer Sci Fi Racing Game

Post by yapdakilla »

Nice, is this in DirectX ?
The game will run in both DirectX and OpenGL modes since our rendering engine Ogre3d supports both as we plan to release on Windows,Linux and Mac.
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: TRACKVERSE (Formerly known as Project Aftershock)

Post by yapdakilla »

Hi guys we've decided to change the direction of Project Aftershock to TRACKVERSE which is essentially a track building game which will feature different building block themes such as city theme, post apocalyptic theme, etc.. for players to build their own tracks and share with friends. The player will also be able to mix n match different themes together to create even whackier tracks. ;D. Each theme will come with its own set of vehicles and a couple of gameplay modes such as normal race and co-op race will be featured in the early alpha release which we hope to release in a couple months time *fingers crossed*

Here are some vids on the tracks done using the building blocks.

Post apocalyptic theme track demo:


City theme track demo:


City Theme and Post Apocalyptic Theme Mashup:
User avatar
Joxno
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 22
Joined: Mon Sep 26, 2011 8:38 pm
Current Project: The Old World
Favorite Gaming Platforms: PC
Programming Language of Choice: C++
Location: Sweden
Contact:

Re: TRACKVERSE (Formerly known as Project Aftershock)

Post by Joxno »

Damn, I must say, very impressive!

Some constructive feedback:
I feel like the maps so far shown, misses a bit of height differences, and large jumps, will future maps have more of such things?
And also, it feels like the rate of turning is a bit off, will it be a feature different to each ship or will all ships have the same rate?

And yet again, Love this, and hope to see a lot more updates very soon!
ImageImageImageImageImage
User avatar
yapdakilla
Chaos Rift Newbie
Chaos Rift Newbie
Posts: 30
Joined: Wed Feb 25, 2009 9:41 am

Re: TRACKVERSE (Formerly known as Project Aftershock)

Post by yapdakilla »

Thx Joxno.

We will be including more track block pieces for the player to build large jumps n such. The maps are currently built using basic building blocks which we currently have for the alpha version. As for rate of turning, each ship/vehicle will have different attributes and feel to it :)
Post Reply