OK, heres a power up idea, make the car disappear (can be done by hiding the skinmeshes on the car). By running over some sort of skinmesh, the whole car would vanish in a cloud of smoke. After the smoke stops, the car will be invisible for 20 secs. Then it re-appears.
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Author Topic: Race promo game team (Read 17895 times)
ninkeon58
11Dogs
OK, heres a power up idea, make the car disappear (can be done by hiding the skinmeshes on the car). By running over some sort of skinmesh, the whole car would vanish in a cloud of smoke. After the smoke stops, the car will be invisible for 20 secs. Then it re-appears.
Just wondering... how would you see your car? Would it be a faded version of the car, an outline, etc.?
Also, I'm assuming that this is multiplayer. Would the disappear mode be satisfied more as a ghost mode? Would collision would be turned off and you could go through other cars?
Just my thoughts.
-11Dogs
P.S. Nice idea ninkeo!
No, probably not going to be a multiplayer game. We would need more people with knowledge in networking.
We could add an online scoreboard though.
Dreamer:
Your music sounds great! I really think it would fit well for this title.
We could add an online scoreboard though.
Dreamer:
Your music sounds great! I really think it would fit well for this title.
ninkeon58
@11 Dogs: I think having the skinmesh set to ghost would do it, unless having an arrow above the car doesen't cut it.
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I think having the skinmesh set to ghost would do it, unless having an arrow above the car doesen't cut it.Don't worry too much about the technical stuff. I could easily control opacity by script via shaders if we need to.
We could even add a little animation in the transition too if we wanted.
But the real question is by hiding the car, what part of the gameplay does that affect?
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Would collision would be turned off and you could go through other cars?We are able to stop collisions using a script. But if there are going to be any other cars running on the track, they will obviously not be smart enough to run the obstacles too, so they would have to be obstacles themselves and run as simple traffic cars.
In designing games, there are alot of cool features we can achieve through scripting, but some things may get too complex and run us into a dead end like "AI super cars".
From now on, when I mention "super car", I'm just referring to the car we are designing.
I just whipped up a quick little demo of the supercar.
Right now it has 2 special powers.
Arrows to drive car, and the script dialog will tell you the rest of the controls as you move through the level.
Note: there are no screenshots because the example was made to demonstrate the gameplay, not the artwork.
Also note: The car and level were not made for the actual game, just the demo.
Right now it has 2 special powers.
Arrows to drive car, and the script dialog will tell you the rest of the controls as you move through the level.
Note: there are no screenshots because the example was made to demonstrate the gameplay, not the artwork.
Also note: The car and level were not made for the actual game, just the demo.
ninkeon58
But the real question is by hiding the car, what part of the gameplay does that affect?Maybe that the player can't use power ups until the invisible effect (powerup) wears off.
Akazi14
But the real question is by hiding the car, what part of the gameplay does that affect?Maybe that the player can't use power ups until the invisible effect (powerup) wears off.
nvm already suggested.
This idea looks a lot like the thing Rush3Fan suggested, but what about inserting a boost, when you hit the boost, you'll be able to drive up to vertical slopes and make loopings (think about super mario galaxy 2 with yoshi)
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This idea looks a lot like the thing Rush3Fan suggested, but what about inserting a boost, when you hit the boost, you'll be able to drive up to vertical slopes and make loopings (think about super mario galaxy 2 with yoshi)Yea, Thats a good special ability we can add to the super car.
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Heres a customised version of the Ferrari if anyone is interested.Ninkeo:
The original plan was to start from the ground-up and model a car no one has ever seen, something original that can be rigged for destruction later,..
A destructible car is simple to make, only the hardest part is modeling every breakable piece and the guts inside the car, also deforming it later to show dents and scratches.