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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • Bic-B@ll
    • January 23, 2009 at 1:03 AM
    • #261

    that looks cool is it going to be set check points or are you simply reset a certain distance back from where you fell off? i love the barrel roll flips but the track needs some thickness to it, it looks funny being paper thin

  • zaphod
    • January 23, 2009 at 1:06 AM
    • #262

    yea I have gotten a few comments about the thickness as well, I was going for like a rainbow road type vibe but I will probably end up adding just a little bit of thickness (and tripling the polycount) I was planning on putting the checkpoints at set places, mostly after each tricky part - it is kind of supposed to play like a rocket jump map, where you have to get through each part in stages ( unless you are a master like me )

    We hope to release the game sometime this summer, at least that is all the time we can afford to continue development.

  • FrieChamp
    • January 23, 2009 at 9:22 AM
    • #263
    Quote from zaphod

    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!

    Nice Benz, yours?

  • robert.briscoe
    • January 23, 2009 at 9:50 AM
    • #264

    Looks awesome but one thing that really stands out for me is the really unnatural way the karts start randomly rotating whenever they're in the air and spinning wildy when they land. Looks kinda broken.

  • Deathy
    • January 23, 2009 at 9:57 AM
    • #265

    Heh, nice work. reminds me a bit of Trackmania.

  • zaphod
    • January 24, 2009 at 12:59 AM
    • #266
    Quote from robert.briscoe

    Looks awesome but one thing that really stands out for me is the really unnatural way the karts start randomly rotating whenever they're in the air and spinning wildy when they land. Looks kinda broken.

    The karts never randomly start rotating, they do bounce around on landing (monday I will try ratcheting the kart body restitution down) - the kart physics setup is something I am endlessly wrestling with. We are using bullets built in vehicle model which has a lot of suspension values to tweak, all of which dramatically change the way the kart behaves. It is easy to get it set up to perform well in some situations, but there always seems to another situation you just broke while tuning it for another. It is a long and slow and painful process.

    Also, definitely not my benz

  • zaphod
    • February 4, 2009 at 8:38 PM
    • #267

    Here is some more progress on dressing up the space jump obstacle map - I added most of the space dressings and put some signs directing you in many parts.

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

  • Bic-B@ll
    • February 4, 2009 at 9:22 PM
    • #268

    awesome, now all it needs is a ufo flying around, maybe marvin the martian too

  • Warby
    • February 4, 2009 at 10:06 PM
    • #269

    it seems to me that you have been posting updates for zero gears for years now

    ... when will you be done with this ?

    i know that the last 10% take 90% of the time so tells us at least are you guys in the last 10% block ?

    *will buy on day one*

  • zaphod
    • February 4, 2009 at 10:14 PM
    • #270

    I sure hope we are in the last 10%

    We pretty much have most things that are going to make it into the first release done at least in terms of the framework, right now we are standing back and re-working the weak parts of our technology that testing has indicated needs more work. Once that is smoothed out, we will be focusing on a few more minor features and adding as much new game modes and maps as we can. We need to have something ready to release by the summer, or else figure out how to fund more development since we are both closing in on the home stretch of our savings.

    Both mine and Brian's lives have pretty much become consumed by this game, and we will be extremely excited to release it no matter what the reception. We have put a lot of blood, sweat, tears and money into this project!

  • Minos
    • February 4, 2009 at 11:44 PM
    • #271
    Quote from zaphod

    Both mine and Brian's lives have pretty much become consumed by this game, and we will be extremely excited to release it no matter what the reception. We have put a lot of blood, sweat, tears and money into this project!

    No worries, I'm sure it will pay off in the end

    /me pets zappy

  • Furyo
    • February 5, 2009 at 5:22 AM
    • #272

    Give me a price, I'll buy

  • FrieChamp
    • February 5, 2009 at 9:07 AM
    • #273

    *takes out some euro bills out of his wallet and puts them into a small box with a "Zero Gear" tag on it*

  • robert.briscoe
    • February 5, 2009 at 12:27 PM
    • #274
    Quote from zaphod

    The karts never randomly start rotating, they do bounce around on landing (monday I will try ratcheting the kart body restitution down) - the kart physics setup is something I am endlessly wrestling with. We are using bullets built in vehicle model which has a lot of suspension values to tweak, all of which dramatically change the way the kart behaves. It is easy to get it set up to perform well in some situations, but there always seems to another situation you just broke while tuning it for another. It is a long and slow and painful process.

    Also, definitely not my benz

    It does appear un-natural though when you make a jump and it goes all lob-sided, Is it really necessary to have proper physics and suspension values? If you look at the most successfull games from this genre i.e. Mario Kart - their physics system are extremely simple, if non existant - kart always stays upright + basic gravity for jumps +basic settings for torque, accelleration, speed etc. Atm I think the biggest problem I see is that the karts dont feel 'grounded' so to speak, they seem a bit floaty and odd. Dont get me wrong though it still looks awesome but I think it's one area that needs a bit of polish.

  • zaphod
    • February 5, 2009 at 6:47 PM
    • #275

    we have to use real physics because the entire game is built around and utilizes a realistic physical simulation. I understand exactly though the point you are making, it is all about adjusting the physical values of the kart and suspension to appear the most stable, while still allowing for movement over any shaped track or terrain. It's a tricky tightrope but it is slowly evolving to a happy place. Since that last video I have lowered the restitution of the kart body and of the game world dramatically, which really cuts down on any amount of bouncing around you do before regaining control of your kart. It gives you a much better chance of staying in control when landing from a long jump if you are somewhat level. So we are going to keep tuning it as much as possible, but we will never be able to or even desire to use "fake" physics since physics is pretty much what our entire game revolves around. It is a physics-based kart combat game much more than it is an on-rails racing game.

  • Bic-B@ll
    • March 31, 2009 at 3:16 AM
    • #276

    WELL?

  • zaphod
    • April 3, 2009 at 1:03 AM
    • #277

    we are working on it! Really!

    in the mean time be hypnotized by the wonderful colors: http://nimblebit.com

  • zaphod
    • April 22, 2009 at 1:24 AM
    • #278

    Really long time with no post, my sincerest apologies! I know everyone is just waiting for the game to come out, but we still have road ahead of us to get to that point. Instead, I will tease you with more media! HaHa!

    This is a new level I have been working on for the last few weeks - it's inspired by the old "rats" style maps for various FPS games where the environment is giant and all the players appear to be very tiny. You can see that this one takes place in a game room.

    I know a lot of people are going to ask when the next beta is going to be open, all I can say is a very nebulous "soon".

    *click to supersize*

    [Blocked Image: http://www.nimblebit.com/wp-content/uploads/2009/04/dustbunny_01-512x196.jpg]

    [Blocked Image: http://www.nimblebit.com/wp-content/uploads/2009/04/dustbunny_02-512x196.jpg]

    [Blocked Image: http://www.nimblebit.com/wp-content/uploads/2009/04/dustbunny_03-512x196.jpg]

    [Blocked Image: http://www.nimblebit.com/wp-content/uploads/2009/04/dustbunny_04-512x196.jpg]

    [Blocked Image: http://www.nimblebit.com/wp-content/uploads/2009/04/dustbunny_05-512x196.jpg]

  • Bic-B@ll
    • April 22, 2009 at 2:51 AM
    • #279

    love it! just needs one of those orange track back flips

  • 2d-chris
    • April 22, 2009 at 9:26 AM
    • #280

    Appears that the game will have allot of content

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