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Luma's Avatar
Luma Luma is offline
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Hi there. Herman and I have almost completed the working game from start to finish, game flow > (FMV) > (Car selction) > (Level 01) > (high score (best times) (across a network/local machine)). And the setup for the next levels/tracks.

clubsilo LEVEL 01 Preview mpg (5.59 MB)

Herman is now working on the AI cars. We hope to have two.

There are still a couple of tweaks that need to be done, however. eg. The camera will go into the centre of LOOP track so that it wont intersect the track, (as can be seen in the .mpg).

The soundtrack was written by Craig Hawkins. Craig also did the sfx.

Here are some new screengrabs:








#1   Old 20-Jun-06, 07:59   
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a good job, really
#2   Old 20-Jun-06, 08:45   
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The game looks amazing, far the best racing game ever made in blender as when I watch that movie. I also have somewhere a source file that includes a script to record a ingame demo, not a movie or bunch of images but a bunch of positions, orientations and stuff to replay your drive style, maybe that would be kickass as well.

I'm not sure if this is also a entry for the Bullet Showoff, but I'm pretty sure with some track additions it can be turned into a bullet showreal racing game, and make a chance on that PSP.

Keep working on it, it looks just kickass.
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#3   Old 20-Jun-06, 08:51   
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Luma Luma is offline
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Wow! Recording your drive would be a brilliant feature! That would be amazing! Thanks for the compliments
We have been working really hard at this (I actually dream about building it in blender at night - its got that crazy/obsessed!)

My concerns about entering it in the bullet contest are as follows:

1. We are using Preview 11, as all the previews after that did not work nicely in terms of collision > we are not sure whether it was the new restitution feature (even set it to 0 on everything), but the car would just crash into the jumps and the loops etc.

2. We would have to make cars that would not be real brands, as there could be a licensing issue here...

Let me know what you think.
BUT ABOUT THAT IN-GAME RECORDING.... Nice! Would love to incorporate that...
#4   Old 20-Jun-06, 09:08   
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blenderage blenderage is offline
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Got to say guys very impressive work, the texture work in particular looks very proffesional, just wondering are you using the vehicle template or something you wrote yourselves?

It looks like it runs pretty smooth from the videos, what spec computer was that running on?
#5   Old 20-Jun-06, 09:25   
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tedi tedi is offline
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What method did you use to record the game engine?

Intro part of the demo-movie looks very pro. Did you edit video in blender as well?
#6   Old 20-Jun-06, 09:31   
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The capture was done using the 30 day trial demo of camtasia studio.

http://www.techsmith.com/

Does anybody know of a freeware package that does this?

I recorded it at 15fps, and quite small, as the capturing process slows everything down a bit.

The capture was taken from a published RUNTIME, published at 1024x768.
This .exe runs at between 80-100 fps at fullscreen on my machine which has the following specs:

2.4 P4 Centrino.
1 gig ram.
256mb ATI X600 graphics card.

The intro part is just a part of the beginning, as it took up valuable MB in the mpg. I put it together in After Effects, from clips I downloaded. I then edited the clips, and did all the effects like bluring, slowmo's, grading and so on. This was done relatively quickly, just as a fill-in in the meantime. The final will be footage that we shoot ourselves, and rendered animation sequences done from the models. We really want to have everything original.
#7   Old 20-Jun-06, 10:20   
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herman.tulleken herman.tulleken is offline
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@blenderage

The script that controls our car is built on bullet's new vehicle dynamics, although our setup differs considerably from the template. We simplified the control meganism (i.e. how the keys drive the car) and modified some of the dynamical behaviour. And of course, we added many features that make it a *game*.

Behaviour changes:
  • The force applied to the car (when hitting the up arrow) decreases as the car's speed increas (force = a0 * exp(-b0*speed)). This results in a maximum speedlimit that can be reached soon, without affecting other physical effects.
  • The amount of friction depends on the speed. This also makes the car steer less at higher speeds (this was not in p11, the version we are using).
For gameplay, our vehicle script also controls the following:
  • The vehicle has a property fuel, that gets decreased (proportional to speed) when driving. The car can only drive with fuel > 0.
  • When the nitro booster is used, a greater force is applied. The car also has a property nitro, although this decreases linearly as it is used.
  • The vehicle also have several other properties to keep track of damage, revs, speedo display, warning displays, etc.

Last edited by herman.tulleken; 20-Jun-06 at 10:37.
#8   Old 20-Jun-06, 10:33   
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It's as I've always said: Good Textures Are Everything.
Pay attention, noobs: you can have the best models in the world, but if you use crummy textures your game will look like junk. This is an example of how beautiful (and realistic) a game can be when really good textures are used.

Good work, guys! Did you make all those textures yourselves?
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#9   Old 20-Jun-06, 10:47   
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MeiaLua MeiaLua is offline
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Hats off to you guys,

looking really good, very professional.
#10   Old 20-Jun-06, 11:05   
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bELi bELi is offline
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omg, this really looks great!

good job!
#11   Old 20-Jun-06, 11:06   
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I'd say eat that Need for Speed. Great job so far guys.
#12   Old 20-Jun-06, 11:17   
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Thanks for the kind words , however I must emphasise that the look of the game is only part of what makes it succesful or not.

The internal workings at the heart of the game is what ultimately makes it worthwhile. How fast it plays, how responsive it is, how much feedback you get, and so on. The culmination of scripting, game design, and graphics make up the big picture.

The role of the graphics (models, textures, lighting etc) is to make you believe you are immersed in another world. How it feels has to do the same job. I know the mpg is quite large, but it shows the feel of the game to a degree, which the screengrabs do not.

PlantPerson > Yes. We did do the textures ourselves > a post discussing this can be found here >

http://blenderartists.org/forum/showthread.php?t=68208
#13   Old 20-Jun-06, 11:55   
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Fantastic, and realy nice to know its possible with blender.

I have a few remarks though:
As for the gui, I'd split the two meters and put them at the right and the left to see more of the screen. it wont be fun to play as it is.

"Also, try taking a script so the camera wont intersect with the road in a looping." <= ignore this, I read to first post now.

Try putting that camera a bit higher perhaphs because the car is in front of the road.

keep it up.
Jacco;
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Last edited by Jacco; 20-Jun-06 at 11:58.
#14   Old 20-Jun-06, 11:55   
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Nice, you guys are practically done . Hehe, any chance we'll see other cars it races against? Or are you guys going towards the multiplayer route?

>>Luma>> Hmm... what resolution did you end up bringing your textures down to?

Ack me and my programmer art, lol. The textures and models look awesome. I'm sad and awed at the same time .

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#15   Old 20-Jun-06, 15:33   
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pildanovak pildanovak is offline
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I've a special question to ask - how did you solve multiple car types - since i didn't find out how to add a complete car in the scene - the only way i thought of would be possible was replacing meshes of all involved objects - car, collision envelope, wheels, and also setting up different physics properties(mass especialy), which can not be set up dynamically in game, or can they?
#16   Old 20-Jun-06, 16:01   
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herman.tulleken herman.tulleken is offline
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For each car in the game we have an object ("CarLogic") whose mesh gets replaced by an actaul car mesh. Some scripting ensures that the player's CarLogic mesh gets replaced with the mesh he chooses from the selection scene.

Most properties are then loaded dynamically depending on the choice of the player. [We do not change the mass now, but I see this functionality has been added, so it will be possible]. This is done by an initialisation script that runs once the scene has started, and is something of the type:

Code:
if owner.type == PLAYER: owner.type == GameLogic.playerCarType if owner.type == 'typeA': owner.fuelConsumptionRate = .7 owner.accelerationAtRest = 8 ... elif owner.type == 'typeB' ... ...
The owner.type is fixed for AI cars, but gets set for the player's car depending on the players selection. The selectionScene stores the player's choice in a global variable, and the initialisation script retreives this value.

We have not come round to changing the wheels yet, but it will happen in the same script -- depending on the car you chose, the correct wheels are added.

The colission envelope, if I understand you corectly, is in fact our CarLogic object. It resembles a car only crudely, and is thus generic enough for most cars.
#17   Old 20-Jun-06, 17:31   
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it looks really nice i wish i could ever finish my projects or atleast get them playable all i really get is tech demos
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#18   Old 20-Jun-06, 17:53   
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Wow, this looks really impressive. It's good to see the blender games are quickly approaching the quality of commercial games keep it up!
#19   Old 20-Jun-06, 18:07   
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Wow,

If the game plays as good as it looks, I think it will replace "hellstation" as the best blender game ever made.

Nice work guys.
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#20   Old 20-Jun-06, 18:09   
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