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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • Warby
    • January 1, 2009 at 10:55 AM
    • #241

    soooo awsome

  • Buddy
    • January 1, 2009 at 1:46 PM
    • #242
    Quote from Warby

    soooo awsome

    QFT

    My only issue with it is that the carts are lagging slightly and it drags down overall impression.

  • FrieChamp
    • January 1, 2009 at 5:40 PM
    • #243

    Impressive!!

  • Punky
    • January 1, 2009 at 6:44 PM
    • #244

    Trailer is perfect! good work!

  • zaphod
    • January 1, 2009 at 6:49 PM
    • #245
    Quote from Buddy

    QFT

    My only issue with it is that the carts are lagging slightly and it drags down overall impression.

    do you mean in the video or in the game in general?

  • D3ads
    • January 1, 2009 at 7:11 PM
    • #246

    Oh God, I've been keeping an eye on this for ages and I just can't think of anything else to say that anyone else hasn't already said before... but this is looking.. FUCKING AWESOME. I wish you all the best of luck with the success of Zero Gear, I say success because a game as cool as this will definately attract a large fan base. Your art style is superb!

  • Buddy
    • January 1, 2009 at 10:28 PM
    • #247
    Quote from zaphod

    do you mean in the video or in the game in general?

    in the game in general, the flips and so on are lagging too much at times

  • zaphod
    • January 1, 2009 at 10:34 PM
    • #248

    I hope that the new networked physics system we are in the middle of writing is going to address a lot of those issues. Basically everything right now is server side, so the physics will only look as smooth as your connection is fast to the server. We are in the middle of trying to work in a mirrored physical simulation that will be running on the client to help decide where things should be while the game is waiting to get data from the server. It will also prevent things like clipping through walls for a split second before the server corrects you. Hopefully it will be a big improvement, cross your fingers for us.

    "Let's make a multiplayer game with networked physics!" "sure, how hard could that be!? :p"

    talk about a learning experience

    Another reason to cross your fingers for us, they will announce the IGF finalists around the 7th of this month!

  • zaphod
    • January 3, 2009 at 11:16 PM
    • #249

    made a new character over the last few days, say hello to Cacti the cactus

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

    I am trying to get to 9 (stock) items in every custom item category (karts, characters, wheels, hats, accessories) and this makes 9 characters. I think I just need to make a few more accessories to fill everything out.

    *edit* actually I can't count, this makes 11 characters

  • Bic-B@ll
    • January 4, 2009 at 2:00 AM
    • #250

    lol i thought it was a spiked watermelon at first i like it though, it's cute, i think a cowboy hat would go well. are you focusing on anything right now? it looks like you're kind of jumping from one thing to another

  • Deathy
    • January 4, 2009 at 2:06 AM
    • #251

    awww cute.

    I like this one.

  • zaphod
    • January 4, 2009 at 5:36 AM
    • #252
    Quote from Bic-B@ll

    lol i thought it was a spiked watermelon at first i like it though, it's cute, i think a cowboy hat would go well. are you focusing on anything right now? it looks like you're kind of jumping from one thing to another

    the other half of NimbleBit is busy deep in an underground bomb shelter banging out new networking code, and he goes into an animalistic rage if I bother him so I am just doing whatever art I can do right now that doesn't require programming.

  • Bic-B@ll
    • January 4, 2009 at 7:53 AM
    • #253

    i see. is it that you feel there isn't enough art at the moment or just that that's your field so you're sticking to it? i dont mean anything by this but it looks like you have a bunch of characters/carts/hats...enough for a release, i think more important things are game modes/tracks, obviously they're different beasts and probably more difficult/time consuming, but they're the meat of the game and in the long run would make it more enjoyable, funny hats only do so much.

  • zaphod
    • January 4, 2009 at 6:20 PM
    • #254

    I can make tracks but I can't script new game modes. I already have one in the pipe ready to be scripted (hockey map) I will start on more after I make a few more items since they are quick to do. We can't really work on more than one thing at a time with only one artist and one programmer.

  • zaphod
    • January 13, 2009 at 8:11 PM
    • #255

    I am trying to get a little more exposure for ZG before we come out with the next beta version, I submitted our trailer video to digg,

    http://%7boption%7d

    if you want to toss a digg our way.

  • Bic-B@ll
    • January 14, 2009 at 7:40 PM
    • #256

    i dugg it. fyi it just popped up here:

    http://theawesomer.com/

  • Jenn0_Bing
    • January 14, 2009 at 10:17 PM
    • #257

    Heh, i just came here to mention that Bic .

  • Bic-B@ll
    • January 15, 2009 at 12:31 AM
    • #258

    the beauty of rss feeds on my igoogle homepage

  • zaphod
    • January 23, 2009 at 12:49 AM
    • #259

    long time no updates, I am in the middle of making a map to test out a new gameplay mode that will basically just trying to be the first to get from start to end, with checkpoints along the way to save the progress you have made should you fall off.

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

    In other happenings, I just moved into some new office space with my brother eeenmachine. I'm looking forward to having a nice quiet place to work on Zero Gear!

  • -HP-
    • January 23, 2009 at 1:01 AM
    • #260

    AH man... this is looking so great!!

    When?! When will this be finally released?! You want our money or what? lulz

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