Is it possible to copily a version?Do you mean copy, compile or copily ? I don't know what copily means and the forum doesn't either. It's saying that it's spelled wrong.
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- Killer Arcade Racer in the works!!
Author Topic: Killer Arcade Racer in the works!! (Read 66556 times)
Yes, I'm using Unity now, mainly because of the web and mobile publishing possibility. I wont be comparing it to 3D Rad, obviously Unity Technologies is a big company with many resources. The thing is that the way i felt (feel) here is as a part of a small renegade group... over at their forums everyone plays the role of the serious developer, everyone is trying to sell assets (i did that as well ) and there is no sense of belonging, and no way to find useful information.
I stopped the development of the 3D Rad version of 'The Killer Arcade Racer' (GRacer), because i couldn't nail the physics. After some practice you could drive well, but at the beginning it was uninviting, and that is exactly what i DON'T want for an arcade game. So i wont clomlimpy that version. I could try to implement the PhysiX physics, but don't have the energy for it now.
My personal project right now is a bike arcade racer, a tribute to Yu Suzuki's Hang-On, but visually similar to GRacer. Basically a prequel to the Arcade Racer that i dream of finishing and publishing some day. So i was referring to it when i mentioned that the game is not dead. It is being developed in Unity and will be released as a free browser game at the beginning, I'm looking into convincing a couple of companies for ingame advertising, BUT i will not have banners, popups or any annoyances like this... The advertising will be in form of billboard textures, baloons and other models that are a part of the game world.
Thanks for your time guys!
I stopped the development of the 3D Rad version of 'The Killer Arcade Racer' (GRacer), because i couldn't nail the physics. After some practice you could drive well, but at the beginning it was uninviting, and that is exactly what i DON'T want for an arcade game. So i wont clomlimpy that version. I could try to implement the PhysiX physics, but don't have the energy for it now.
My personal project right now is a bike arcade racer, a tribute to Yu Suzuki's Hang-On, but visually similar to GRacer. Basically a prequel to the Arcade Racer that i dream of finishing and publishing some day. So i was referring to it when i mentioned that the game is not dead. It is being developed in Unity and will be released as a free browser game at the beginning, I'm looking into convincing a couple of companies for ingame advertising, BUT i will not have banners, popups or any annoyances like this... The advertising will be in form of billboard textures, baloons and other models that are a part of the game world.
Thanks for your time guys!
Maybe you could use CryEngine. It has softbodies just like Unity, but they can be way more realistic. I found out that when I saw this video: http://www.youtube.com/watch?v=KppTmsNFneg
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Maybe you could use CryEngine. It has softbodies just like Unity, but they can be way more realistic. I found out that when I saw this video: http://www.youtube.com/watch?v=KppTmsNFnegThanks for the link! Wow! I'm going to have to check and see how he did that.. He's obviously using more than just softbodies to do that.
Maybe you could use CryEngine. It has softbodies just like Unity, but they can be way more realistic. I found out that when I saw this video: http://www.youtube.com/watch?v=KppTmsNFneg
Thanks man, but i cant afford to reboot and learn another engine, 12 years ago we did that all the time (remember morfit 3d, A4, dark basic, torque, Blitz 3D, TrueVision (waiting for the 6.5 update for 3 years), etc), but now i have a small studio and clients with deadlines
Haha.. yeah.. you've got a point. Plus - all that technology they're showing off is really not all that useful when you're just trying to get a good product out there. Maybe for when they finally introduce the next line of consoles.. we'll need to fork out some really incredible stuff.. but for a fun game.. nah.. it's not something you really need in a game engine.
Maybe you could use CryEngine. It has softbodies just like Unity, but they can be way more realistic. I found out that when I saw this video: http://www.youtube.com/watch?v=KppTmsNFneg
Not to dissapoint.... That was just a preview of things to come. I'm pretty sure this is a physics engine thats being built. I think this was just an example of the physics engine being use with cryengine. Still think unity's your best bet for softbodie physics. Well untill fernando impliments it into rad. Which i have faith that he will.
I'm a big technology fan as well, but lets face it... technology does not mean anything without a great idea and a great execution. Take for example Daytona USA (arcade) released in 1993, long before.... well, any 3D technology... this was the same year DOOM was first released and to this day - 19 years and a trillion graphics and physics engines later it still is one of the best racing games of all time (not only my personal opinion) both with still acceptable graphics, a very basic physics engine, BUT with a gameplay yet to be matched by any game. Daytona USA is still one of the most widespread arcade cabinets in most countries and its still quite profitable... WTF???
My point: tech can't create our games for us and the more we rely on it, the worse we'll do.
Daytona USA gameplay
arcade cabinet
PS: did you know that in Daytona the textures could have a maximum of 16 colors each. so how did they pulled it off with so many limitations?
My point: tech can't create our games for us and the more we rely on it, the worse we'll do.
Daytona USA gameplay
arcade cabinet
PS: did you know that in Daytona the textures could have a maximum of 16 colors each. so how did they pulled it off with so many limitations?
you mean 16x16 colors. 1993.. wow! That game is good graphics.
My favorite still has to be hard drivin' 1989 where they didn't even have support for 3d textures. lol They even used rigidbody physics on their cars.
http://en.wikipedia.org/wiki/Hard_Drivin'
My favorite still has to be hard drivin' 1989 where they didn't even have support for 3d textures. lol They even used rigidbody physics on their cars.
http://en.wikipedia.org/wiki/Hard_Drivin'