Beautiful. I guess one of the main things that give commercial games the kinda look that they have comes in the filters.
I was out of town (without computer or wifi) for 3 days, so rest assured, i didn’t not ditch the project already. Here is the menu I am working on:
The light-beam follows the mouse around and highlights the current choice, it looks very slick when animated 
Attachments
really nice work the ing vid looks like an xbox 360 game haha really cool chaders and awesome physics 
This is awesome! Love the car!
Wow!
That looks awesome!
Is that realtime reflection, or a neat trick?
The classic alpha-mapped-floor + double geometry hack. :o Video texture is as tad too restrictive.
Nice use of Dof shader! and the model of car is very cool!
Keep Blending xD
Nice!
That’s how LEGO Star Wars did their reflective floors as well!
(I found this out by accidentally glitching below and colliding with the duplicate mesh…)
I can hardly wait for a demo! :eyebrowlift:
about demo:
I don’t want to release anything to the public until I have a pretty solid game up. But if you are willing to help me, I do need people to test drive the game. send me a PM or something and we’ll discuss this. although I do expect you to provide feedbacks 
on game structure:
i planned to use linked libraries extensively across multiple blender files for managing the asset, but there seems to be limitations as to what I can do with linked-groups. i.e. i can’t figure out a way to reference a single object within the group by name.
So right now, I am still shifting contents around trying to figure out the best way to manage the assetc. Maybe i should take a look at Apricot again…
mpan3: when it comes to linked libraries watch out for duplicate data. If you use the same texture on 2 different props in 2 different blends. Then use both props in the same level, the texture will be loaded twice. I find it works best to have a Library.blend (with materials and props and effects) and a Programming.blend (containing all the generic gameplay programming and character meshes) with separate blends for the levels and the menu. Otherwise it just becomes a spiderweb that no one wants to deal with.
-Gomer
P.S. I’m enjoying the fact that I can actually find the game updates in this thread.
ha ha ha ha ha
thats LEGO games for you
btw nice project :yes:
Looking great so far- I did notice that the car seems to keep absolute friction at all times- giving it a little slip not only adds a bit more of a sense of realism, but allows for some amusing stunts (donuts, powerslides, etc)
So this is the thread that accompanies the video. I didn’t know there was a thread about it.
This looks very interesting Mike. I see you’re interested in networking as well. Peer-to-peer could be very interesting for some memory hackers. 
I’m curious how you’re going to solve your problems. I’m working on a game too which will feature multiplayer gameplay as well. But it will probably be even harder then what you’re trying to achieve.
Which makes me doubt it’ll work. Luckily I’ve got a friend who is helping me out with the project.
Enough hijacking, gomer’s reply is interesting. I’ll have to keep that in mind. I’m not sure if my assets will ever use any duplicate textures. Maybe only the maps but those are loaded one at a time anyway so I shouldn’t have to many issues with the textures.
that soft body column think looked kinda glitchy and the texturing on the wall of the spiral ramp seemed kind of off, but overall this is one of the nicest games ive seen on blender. Is this only using BGE?
captain oblivion,
I’ll look into that, right now it already does a powerslide stop. but fails to loose any traction on regular turns. I’ll try to add a bit of anisotropic friction and see if that helps. Martins also mentioned he wanted to see more drifting.
anicator,
the network approach in my game is purely based on an honor system. I do not have any cheat-detection, nor planning to add any. So hackers are welcomed to do whatever they want. I think the amount of time one need to spent to produce a remotely fool-proof anti-cheat system is not worth the trouble at all for a zero budget free game.
viper650,
the test level is completely temporary, i will come up with better levels soon 
Not only is the game itself really cool-looking, that has to be the craziest looking menu I’ve ever seen!
oh my god that demo is awesome.tthey even have an article about you on blender nation http://www.blendernation.com/2006/12/03/using-blenders-game-engine-for-more-than-just-games/
Looking great mate. Can’t wait for a demo. Watched the movie and thing that less friction would be awesome.
looks cool
so much for updated daily…
@mikahl, thanks Mike. I think i got the bold 3d text inspiration from GRID. It’s really fun messing with lights and effects for the menu scene.wish you guys can see it in motion soon.
@ jezzabets et al, less motion is surprising hard since I am using the buildin vehicle physics system which doesn’t seems to allow anisotrophic friction. I’ll keep trying though.
Updates:
Pretty much completed all the framework for the singleplayer game, now i just need to design a few more levels before announcing a release date. no video this time, sorry 
