unity's a nice friendly place... i did a few tutorials and realized... all unity development really is is putting unity functions into loops and if statements;
3d is a somewhat daunting prospect, i agree, but at the same time, the WYSIWYG approach of unity allows me to proceed quickly via trial and error and checking my mistakes. the tutorials from the site (specifically "lerpz") can be worked through in a few hours and you come away with a ton of understanding (not to mention free-to-use code examples)
bruce i figure if i make a procedurally generated game with increasing difficulty as i progress, i might actually enjoy playing my own game, and would find it challenging. i blame basic for showing us spelunky.
anyways swift, mull it over... because i am certainly shopping around for a coder to ease the burden so i can concentrate on making cool graphics realistically, it could be done within a month, although i hadn't put any time constraints on myself... started it as a training project so i would feel more comfortable working on my much-more-complicated magnum opus (haha i can feel the pretentiousness oozing out of my pores after using that term)
I don't mind coming on board, I think I can handle procedural track generation at some level with the AI training I have. Like I say, I'd like to have it shippable by mid summer (assuming I'm not employed full time already by then, if that's the case then I'll have less time to work on it, so progress would be slower)
I think a simple racing game should be doable. It will be far from Fortza though, keep that in mind.
I have the idea to make a mod gameplay like earth2150, but need a gadget help, research center and some more features, but with that gadget res center it is still enought
I don't mind coming on board, I think I can handle procedural track generation at some level with the AI training I have. Like I say, I'd like to have it shippable by mid summer (assuming I'm not employed full time already by then, if that's the case then I'll have less time to work on it, so progress would be slower)
I think a simple racing game should be doable. It will be far from Fortza though, keep that in mind.
U are a racing gamer? XD ISI have the best sim racing bases for me, but Assetto corsa i coming good, iracing is very good also rfactor1 is and all old f1 like challenge etc.
If u know nascar racing 2003 it has 1 feature that all other racing games doesnt have, Blowover effect:) wich is nicelly, f1 challenge has the best AI and rfactor is very modeable, so assetto corsa will be same as rfactor+ ai of f1 challenge + blowover from papyrus.
U talk about Forza... sorry but forza like gt5 is only gfx, like f1 2011 codemasters, they all take care about gfx but not good FBB feeling
Spring no need racing games thought. but something like this http://www.youtube.com/watch?v=lzMWbONk4Go would be great, no need more sides just 1, and the units isnt a problem, its 1 month game develop or even less
I don't mind coming on board, I think I can handle procedural track generation at some level with the AI training I have. Like I say, I'd like to have it shippable by mid summer (assuming I'm not employed full time already by then, if that's the case then I'll have less time to work on it, so progress would be slower)
I think a simple racing game should be doable. It will be far from Fortza though, keep that in mind.
U are a racing gamer? XD ISI have the best sim racing bases for me, but Assetto corsa i coming good, iracing is very good also rfactor1 is and all old f1 like challenge etc.
If u know nascar racing 2003 it has 1 feature that all other racing games doesnt have, Blowover effect:) wich is nicelly, f1 challenge has the best AI and rfactor is very modeable, so assetto corsa will be same as rfactor+ ai of f1 challenge + blowover from papyrus.
U talk about Forza... sorry but forza like gt5 is only gfx, like f1 2011 codemasters, they all take care about gfx but not good FBB feeling
I'm a bigger Grand Tourismo fan personally, but Forza is probably more well known as the "sim to beat" right now. So I used that example.
I think we could pull the camera behind the carts, however, procedurally generated maps are likely to look ugly as sin from a horizontal angle. Get me the code
Joined: 23 Nov 2005, 06:16 Location: Dunedin, New Zealand
Have you considered prototyping your track code with something like trackmania? You might have to reverse engineer their track files but it's got a piece built track system.
Have you considered prototyping your track code with something like trackmania? You might have to reverse engineer their track files but it's got a piece built track system.
I actually think it would be easier for me at this point in time to build from scratch than to reverse engineer someone else's closed source content system.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
please keep it clean wrt Kony posts --- What might be superlol is a racing-puzzle-tycoon mix: You get some track pieces like corners, straights, pit lane etc and put them together to form a racetrack. Then AI controlled cars have races and depending on how awesome the racing is, it attracts spectators who earn you money. You would have to design the track in a way that the AI cars do not get stuck but also produce exciting racing. (more overtaking = more money) One has to balance various things, if your track produces lots of accidents the spectators will love it but some race leagues will give you a low safety rating and not held any events. Some racing leagues might have requirements, eg Formula 1 might demand that cars are able to hit 300km/h so you would need long straights etc. Also you have to put up stands for the audience and all that. Of course the tycoon stuff would just be an excuse to design the most dangerous tracks and have lots of little cars pile up in the first corner. \o/
please keep it clean wrt Kony posts --- What might be superlol is a racing-puzzle-tycoon mix: You get some track pieces like corners, straights, pit lane etc and put them together to form a racetrack. Then AI controlled cars have races and depending on how awesome the racing is, it attracts spectators who earn you money. You would have to design the track in a way that the AI cars do not get stuck but also produce exciting racing. (more overtaking = more money) One has to balance various things, if your track produces lots of accidents the spectators will love it but some race leagues will give you a low safety rating and not held any events. Some racing leagues might have requirements, eg Formula 1 might demand that cars are able to hit 300km/h so you would need long straights etc. Also you have to put up stands for the audience and all that. Of course the tycoon stuff would just be an excuse to design the most dangerous tracks and have lots of little cars pile up in the first corner. \o/
That's a neat idea, I think the procedural track system we're going to use is probably a bit like that idea, although, right now, I was basically intending to have an AI put the track together for you, and then assign it a difficulty based on things like the number of turns, or the ratio of turns to straights, and the number of more difficult pieces put into the track.
Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
knorke wrote:
What might be superlol is a racing-puzzle-tycoon mix: You get some track pieces like corners, straights, pit lane etc and put them together to form a racetrack. Then AI controlled cars have races and depending on how awesome the racing is, it attracts spectators who earn you money. You would have to design the track in a way that the AI cars do not get stuck but also produce exciting racing. (more overtaking = more money) One has to balance various things, if your track produces lots of accidents the spectators will love it but some race leagues will give you a low safety rating and not held any events. Some racing leagues might have requirements, eg Formula 1 might demand that cars are able to hit 300km/h so you would need long straights etc. Also you have to put up stands for the audience and all that. Of course the tycoon stuff would just be an excuse to design the most dangerous tracks and have lots of little cars pile up in the first corner. \o/
the first time a tycoon has ever sounded appealing to me
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