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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • Thrik
    • June 10, 2008 at 10:58 AM
    • #21
    Quote from skdr

    This game gets my money when it's released.

    Same here.

    You really have done great work here. It's also been amazing watching it grow from a random model experiment to a full-blown game, clearly a sign of your passion.

  • Zacker
    • June 10, 2008 at 2:09 PM
    • #22

    Looks fantastic Zaphod!

  • Izuno
    • June 10, 2008 at 4:27 PM
    • #23

    Nice work, Zaphod.

  • zaphod
    • June 10, 2008 at 5:30 PM
    • #24
    Quote from 2d-chris

    it's always more rewarding doing what you want rather than being told what to do.

    It is way more rewarding, and way less profitable - at least initially

  • Deathy
    • June 10, 2008 at 6:42 PM
    • #25
    Quote from Buddy

    Yea that and good luck with the development.

  • 2d-chris
    • June 11, 2008 at 1:10 AM
    • #26

    Such is with the term "Money isnt everything" but then it sure has quite a big chunk

  • zaphod
    • June 11, 2008 at 2:34 AM
    • #27

    very true chris! Money is not worth much if you realize you are a pawn in a game you don't believe in!

  • zaphod
    • June 11, 2008 at 7:18 PM
    • #28

    added some new screenshots to our media page. Most of them are yanked from the video we released monday. Click on the happy family enjoying Zero Gear to check them out!

    [Blocked Image: http://myzerogear.com/newscreens.png]

  • PhilipK
    • June 11, 2008 at 10:37 PM
    • #29

    Looking like there would be quite some fun in that video

    Love the boxing glove

  • Cybbe
    • June 12, 2008 at 5:11 PM
    • #30
    Quote from skdr

    This game gets my money when it's released.

    I LOVED YOU BEFORE YOU WERE MAINSTREAM!

    Good luck with it zaphy~

  • zaphod
    • June 12, 2008 at 10:00 PM
    • #31

    As we are starting to build pieces of the GUI for the much anticipated race mode for our game, I spent some time mocking up a general outline of what it might look like. What do you think? We will use this as a guide to build the real pieces. Click to see the bigger picture.

    [Blocked Image: http://myzerogear.com/positionsml.jpg]

    also, check out these things - I want to buy one and make it into a Zero Gear-mobile sooo bad. http://%7boption%7d

    I will have to model one for the game at least!

    *edit* I am still not sure about the look of the mini map, I think I am going to futz with it some more

  • Bic-B@ll
    • June 13, 2008 at 12:25 AM
    • #32

    cool, is it possible to not put the rim lighting on the wheels? it looks funky

  • Skjalg
    • June 13, 2008 at 12:36 AM
    • #33

    It seems much more familiar to have the map in the top right and the weapon icon in the lower right (fps games always have the ammo in the bottom of the screen and maps in the top part).

    The buttons and icons fit the game tho

  • zaphod
    • June 13, 2008 at 1:29 AM
    • #34

    I do agree with the minimap in the top right . . . but the items in kart games are always at the top of the screen . . . maybe I could try putting the item in the top left like in mario kart, and move the lap to either under it or in the lower right

  • DvS
    • June 13, 2008 at 2:17 AM
    • #35

    Given the minimalistic art style, I don't think the "time" hud piece is very useful/helpful unless time is a critical component in the gameplay. Even if I don't really play kart games on a regular basis, I'd imagine a higher priority be placed on getting past other players than focusing on improving your "best lap time".

    But that's just me

  • Pampers
    • June 13, 2008 at 2:27 AM
    • #36

    you could maybe add something that shows which direction the cars are facing on the minimap

  • Furyo
    • June 13, 2008 at 2:28 AM
    • #37

    These are random suggestions you may have already thought of, anyway here goes:

    - rim lighting on the wheels makes karts seem gliding over the road (in this screenie at least), as was reported before.

    - I don't know if this game will have multiple attacks stored behind the active one (or if we can even cycle through them to add some strategy too) but I don't see the current square shaped icon accommodating much of that. Perhaps a circular shape would work best in this case?

    - While I like the colors used (both easily identifiable and pleasant to look at), there are currently some inconsistencies, and in terms of readability players may find it easier if the color of the go karts was reported on the minimap. Same thing for your current position, if say only one kart of the same color was allowed on the track at the same time.

    - If you wanted to save space on the HUD, you could probably come up with a way to have lap and position in the same space. The leftover space could perhaps be used to list the current rankings in the race, and in the championship (again, the strategy element being that you can choose who to strike)

    - Not sure whether having a milliseconds timer showing up all the time is preferable. May take up too much space VS what it brings to the actual race. I'm definitely in favor of having that show up once you cross the finish line (on each lap even) to show by what exact margin you beat your opponent.

  • zaphod
    • June 13, 2008 at 2:37 AM
    • #38

    yea, I was just looking at every other racing game out there and they all have time on there, even though I personally never look at it in a kart game. I guess so you can see how many seconds you beat someone else, although in a game with items I don't see how it is very accurate.

    I will write myself a note to try taking the rimlighting off the wheels to compare, it is pretty easy to do.

    Right now I don't think we are planning to be able to store multiple items, besides the regular way of deploying an item and then getting another one while the first one is deployed but not fired.

    Are the color issues you are tlaking about limited to the minimap? It will be hard to tell what "color" a kart is due to the number of different colors on each kart. I think it is easiest at a glance to read if all the karts are one color, items look different from that, etc.

    I am starting to agree about hiding the time or at least making it more minimal until you finish the race.

  • Furyo
    • June 13, 2008 at 5:04 AM
    • #39

    Regarding the colors, yes it's mainly about the minimap, though I would also suggest using some specific colors for both lap and position. Right now because the red is the same as the kart in the screen, you could confuse it with the position of the guy immediately in front of you, the number of hits you've had on it, or any other thing you can think of pertaining to the situation.

    It's a double edged sword as far as I'm concerned. The colors in the hud should be within the palette of your game, and at the same time be distinct enough that you don't misinterpret them at a glance for something they're not.

    Regarding the minimap, I'd just try and have each white dots the actual colors of the opponent. In a case where the guy is sneaking up behind you and you can't see him, that could tell you lots. And in a team based multiplayer game (may come in the future, wth not) you'd be able to tell friend from foe.

    The colors in the minimap could be stronger too. That pale green is a bit too close to the white anyway, that again at a glance you may not realize your own position within a cluster of karts.

  • hessi
    • June 13, 2008 at 8:18 AM
    • #40

    random question: which library do you use for the GUI/HUD? i saw some nice prototype of using flash inside Ogre3d

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