downhill - gravity powered racing game prototype

Posted By: txesmi

downhill - gravity powered racing game prototype - 12/07/12 23:50

Hi friends!
It's time to show you my own leisure waster of last couple of months:

downhill

As title says, it is a gravity powered racing game.
One minute races in three driving styles.
Tracks are randomly generated to encourage intuitive driving and casualties.




Don't miss the VIDEO, and if you have a joytick the DEMO!! updated (2013/05/24)

Enjoy it!
Feedback will be apreciated grin
Posted By: MasterQ32

Re: downhill - gravity powered racing game prototype - 12/07/12 23:55

hey!
looks really awesome! is it possible to play with keyboard?
And i really like the look of the whole game!
Posted By: 3run

Re: downhill - gravity powered racing game prototype - 12/08/12 09:33

Nice work man! I would advice few additions (you probably thought about them too), tire tracks when you break, "woooshhh" sound when you move near big object (check points) with a high speed (reminds me of underground 2) and maybe a little bit of radial blur when your speed is really hight laugh
Posted By: Kartoffel

Re: downhill - gravity powered racing game prototype - 12/08/12 10:11

yeah some post processing (and maybe lighting improvements) could make
it look better but the gameplay already seems to be really nice and smooth!

great job (especially for a one-person-project) wink

EDIT: oh, just saw "Tracks are randomly generated to encourage intuitive driving and casualties."
Random levels / environments are so awesome!
They make the gameplay very interesting and it won't get boring after some time. laugh
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/08/12 10:46

Thanks!

Originally Posted By: MasterQ32
is it possible to play with keyboard?

There is no keyboard control by the moment, but it is a must, I know.


Originally Posted By: 3run
tire tracks when you break

Yeah! I will probably leave the tire traks for yaws, and include a raucous break sound. Something like an old bicycles break sound.

Originally Posted By: 3run
"woooshhh" sound when you move near big object

Good idea. Never thought on it.

Originally Posted By: 3run
maybe a little bit of radial blur when your speed is really hight

I thought on implementing a radial blur stage for the impulse, so it will fit good on high speeds too.
Posted By: Stansmedia

Re: downhill - gravity powered racing game prototype - 12/08/12 13:45

The shadow looks sweet when you pass the street lights. The level looks sweet too. This is bad ass man. Good job! Perhaps some tunnels to race through would be pretty intense, like through a mountain or something.
Posted By: fogman

Re: downhill - gravity powered racing game prototype - 12/08/12 16:42

Please provide a normal downloadlink and not an obscure "download patcher manager thingy". Before I download anythink i like to know a) how big it will be (so I can determine the downloadtime) and b) from where it comes. laugh

Because it looks really, really cool and Iīm eager to test it!
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/08/12 21:40

@Stansmedia
Tunnels are on my next things to do grin

@fogman
Sorry for the inconvenience.
It is just an updater. It does not advise about the download long, that is true. There are 75Mb to download.
Posted By: MasterQ32

Re: downhill - gravity powered racing game prototype - 12/08/12 22:06

@txesmi:
How do you download your files?
It took really long and there is also no real progress bar...
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/08/12 23:10

It is a ftp transfer from a server located in north america.
The numbers are bytes left of the current download.
Posted By: MasterQ32

Re: downhill - gravity powered racing game prototype - 12/08/12 23:38

yeah, this is somehow confusing
you should try to use http to transfer the files
much more security and also faster communications
Posted By: WretchedSid

Re: downhill - gravity powered racing game prototype - 12/09/12 00:52

That kind of depends on what kind of transfers you want to make. If it's a single shot file, FTP is probably going to be faster than HTTP. And FTP would also be a bit faster than HTTP 1.0, because neither of these protocols allow picking up TCP sockets (and yes, there are still servers out there that don't run HTTP 1.1). In terms of security, both are bad. Both have various attack vectors and neither is build to be actually secure. If you want it secure, use HTTPS (and for heavens sake, check the goddamn certificate on the client site, otherwise you are still vulnerable to man in the middle attacks).
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/11/12 18:06

I'd be proud of been hacked tongue
----

Added a length ditorsion with a camera arc change for the impulse and drawn a new tree: a white poplar (chopo).



Posted By: Superku

Re: downhill - gravity powered racing game prototype - 12/11/12 20:20

Don't like the new motion blur or what it is at all, sorry, at least until I see it in motion. If you keep it, please add an option to disable it in your menu. (This does not only apply to your game alone but to games in general, for example I wouldn't have played Duke Nukem Forever if I wasn't able to deactivate its horrible postprocessing effects.)
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/11/12 21:56

That image is not a good representation of the effect in motion, that's true.

Here is a VIDEO!
Posted By: Superku

Re: downhill - gravity powered racing game prototype - 12/11/12 22:20

I'm pleasantly surprised, looks much better in motion! Still, every screenshot that you or someone else takes of this game when the effect is active will look a little weird and may give a negative impression. I obviously don't know how you've realized this effect in detail but couldn't you use different weights (maybe Gauß?) to smooth the look of the blur?
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/11/12 22:46

That is it! I put my hands on it right now.

In real pixel render, but not in the compressed video, the steps are slightly noticeable too.

Thank you for the idea!
Posted By: sivan

Re: downhill - gravity powered racing game prototype - 12/12/12 08:41

really cool project! but the scene is a bit too dark, and the vehicle does not have headlights, imo that could improve the appearance a bit.
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/12/12 13:07

thanks!

Yes, darkness and high contrast. I love it grin
I believe that it does not hurt the gameplay and the road visibility at all.

There is something in the colors concept that is not yet implemented. I want add selflightened human buildings in the middle dark and cut the skyline with dark shaped light spots.

I did a quick collage:



I have a big fight in my brain with the vehicle light. By one side the effect would be cool and will overlight the vertical signs, but by the other side my asfalt singlepass pixel2.0 shader is exausted with the shadows and specularity.

In this part of the world, this kind of vehicles does not have electric intallations and lights. Is true that they do not race at night too xP

Posted By: fogman

Re: downhill - gravity powered racing game prototype - 12/12/12 17:40

I would be really glad about a standard downloadlink. wink
Posted By: Kartoffel

Re: downhill - gravity powered racing game prototype - 12/13/12 15:42

I like the blur effect but a zoom-blur probably looks a bit better.
...and I agree with sivan, the game looks really dark.

Here's a graph which shows how much dark and bright colors are in a picture:
(taken from one of your screenshots)

x = brightness; y = amount of this brightness in the whole picture

you can clearly see that there are a lot of dark pixels but almost nothing above 50% brightness.
With this I don't want to say that you should make everything brighter but I think you could have
a better overall-balance between bright and dark colors.
Posted By: lostclimate

Re: downhill - gravity powered racing game prototype - 12/13/12 17:17

maybe a tone-mapping post-processing shader? might distribute the brightness out a little more.

just a thought
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/13/12 17:22

Yes. I have to admit that is is darker than needed. I have been playing with gimp and there is a clear improvement proportionally moving that big amount of dark points to a brighter position.




but proportionally speaking, and taking the concept in mind, the most part of the pixels has to be in the third dark part of the histograma while the road (the playground) is a small proportion of the screen pixels, all the rest but signs is decoration.

@fogman
download
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 12/14/12 11:32

Finished with the speed up blur effect. It is less effective than the previous one, but it looks much better.



edited__
here is a video with new dead vegetation, a gamma corrector included into the last render chain and the acceleration blur effect in motion!
VIDEO
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 05/20/13 11:37

Hi!

I finally found a perfect nornals backing process and finished the wheel of this vehicle.



It time to renew the other assets.
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 05/24/13 17:13

hi,
I did some tests for renewing the checkpoints





14 polygons grin
Posted By: lemming

Re: downhill - gravity powered racing game prototype - 05/25/13 06:21

Wow, I really like the idea having the stats actually written on the checkpoint. Will they refresh in real-time? And the glowing effect is also great!
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 05/25/13 09:20

Thanks! They will refresh for sure grin

There is a little problem. In the moment you grab your time, you can't see the checkpoint panel xP
I'm thinking on a secondary vertical sign on the side of the road with the actual position and the lapse to the best time.
Posted By: fogman

Re: downhill - gravity powered racing game prototype - 05/25/13 13:15

Thanks for the download link.
Man, thatīs pretty cool! Please give me a first person view, oculus rift support and Iīll throw my money at you!
Posted By: Slin

Re: downhill - gravity powered racing game prototype - 05/25/13 13:29

Originally Posted By: fogman
Thanks for the download link.
Man, thatīs pretty cool! Please give me a first person view, oculus rift support and Iīll throw my money at you!

Do you already have one? O.o

txesmi, I am really amazed by your work lately, in terms of assets, your shader programming and cool ideas laugh
Posted By: fogman

Re: downhill - gravity powered racing game prototype - 05/25/13 13:56

Don't panic! I have not even ordered. I want to wait until it gets a higher resolution.
Posted By: Rackscha

Re: downhill - gravity powered racing game prototype - 05/29/13 08:04

How have you done the text on Texture? laugh
Posted By: txesmi

Re: downhill - gravity powered racing game prototype - 05/29/13 14:05

Originally Posted By: Rackscha
How have you done the text on Texture? laugh


With a render target of a panel set as skin of the mesh.
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