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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • Tailgunner
    • June 3, 2009 at 8:39 AM
    • #341

    Cooper and norman will probably help you out.

    ot. great stuff Love the shoe wheels

  • DvS
    • June 3, 2009 at 3:37 PM
    • #342
    Quote from Warby

    both ms and sony nicked your idea/designs you should sew !!!!

    [Blocked Image: http://www.maverydesigns.com/i/workshops_parties/becky_sewing.jpg]

  • D3ads
    • June 3, 2009 at 8:35 PM
    • #343
    Quote from DvS

    [Blocked Image: http://www.maverydesigns.com/i/workshops_parties/becky_sewing.jpg]

    I lolled.

    Looking sweet as fuck as always Zaph, are you working on this full-time now? You're a machine!

  • Furyo
    • June 3, 2009 at 10:33 PM
    • #344

    yeah I was gonna say, you guys need to ship this fast or you're going to fall in the same category a zombie game would coming out now.

  • General Vivi
    • June 25, 2009 at 3:53 PM
    • #345

    http://www.gametrailers.com/video/revie ... cing/51974

    Now all ya gotta do is what they did wrong and you win!

  • Zyn
    • July 7, 2009 at 3:06 PM
    • #346
    Quote from generalvivi

    http://www.gametrailers.com/video/review-m…racing/51974Now all ya gotta do is what they did wrong and you win!

    When I first saw this, I really thought that this was 'Zero Gear'. Upon closer inspection, it's not, and I started rambling by myself that "Oh god, did they rip off Zero Gear?".

    FragZone, a swedish gaming website, recently reviewed this game and gave it a 2 out of 5 rating. Here's the pros and cons FZ.se gave it, you might learn something from it:

    • Pros
      Occasional good sense of speed.
      Addicting.
      Customization.
    • Cons
      Messy and random.
      Uneven difficulty.
      Few goals.
      Too long tracks.

    So go out there and beat the living fecal matter out of copycats :3

  • zaphod
    • July 22, 2009 at 9:23 PM
    • #347

    here is an update of a map I have been working on, I am hoping we can create an entirely new stunt gameplay mode that will track rotations and such to identify barrel rolls, flips, airtime, etc. Kind of like tony hawk meets karts. My brother the iPhone dev is switching over to ZG to help us script stuff for the next few months so we will be jamming full speed on those kinds of things. Clicky for big.

    [Blocked Image: http://nimblebit.com/skate1_sml.jpg]

    [Blocked Image: http://nimblebit.com/skate2_sml.jpg]

  • Nysuatro
    • July 22, 2009 at 11:46 PM
    • #348

    I am not a fan of the design. But for gameplay purpose it looks great.

  • Evert
    • July 23, 2009 at 9:08 AM
    • #349

    Love the new shots.

  • Warby
    • July 25, 2009 at 5:53 PM
    • #350

    i love you zaph and i love zero gear but i think you need to stop ! you are totally feature creeping the game

    qa it fix it release it NOW !

    than if its successful ---> zero gear 2 with all those features you have on your mind right now !

    if not something new and awesome that will take less time to make !

  • Sentura
    • July 25, 2009 at 5:54 PM
    • #351
    Quote from Warby

    i love you zaph and i love zero gear but i think you need to stop ! you are totally feature creeping the game qa it fix it release it NOW !

    than if its successful ---> zero gear 2 with all those features you have on your mind right now !

    if not something new and awesome that will take less time to make !

    quoted for truth. the game seems more than ready for release. addition items, tracks or upgrades can be moved in by the update.

  • zaphod
    • July 30, 2009 at 11:58 PM
    • #352

    believe me, it's not feature creep. It's "need a functioning game before we can release it". The majority of our work is going towards getting core systems running correctly.

    For more insight as to what we are actually spending time on, here is a twitter feed with snippets of our project tracker: http://%7boption%7d

    How many games have you seen with awesome nice looking screenshots and then when released are barely function buggy messes? Screenshots and videos are not really an accurate indicator for how close a game actually is to done.

    Believe me, we are the ones that want this out ASAP more than anyone else, it is coming out of our pockets every month it's not out.

  • Warby
    • July 31, 2009 at 9:18 AM
    • #353
    Quote from zaphod

    here is an update of a map I have been working on, I am hoping we can create an entirely new stunt gameplay mode that will track rotations and such to identify barrel rolls, flips, airtime, etc.

    i don't know this doesn't sound like locking it down or polishing core mechanics ...

  • General Vivi
    • July 31, 2009 at 4:25 PM
    • #354
    Quote from zaphod

    here is an update of a map I have been working on, I am hoping we can create an entirely new stunt gameplay mode that will track rotations and such to identify barrel rolls, flips, airtime, etc. Kind of like tony hawk meets karts.

    There is a game you should play called jetmoto 3 . It's a really good game and they have a trick / stunt mode that's similar to what your trying to do here. I think you should find a copy or something and play it. It was ALOT of fun

  • zaphod
    • August 1, 2009 at 12:09 AM
    • #355
    Quote from Warby

    i don't know this doesn't sound like locking it down or polishing core mechanics ...

    Well, I can't program so either I can sit on my hands and do nothing or I can keep creating assets (that will still function in the game whether we get to making a new game mode or not) while the programmers bring some of the core performance and tech of the game up to speed.

  • zaphod
    • August 3, 2009 at 6:34 PM
    • #356

    here is a quick video I made this weekend after we implemented the idea of being able to control the rotation of the kart once it is airborne. It only took a few hours to add and it adds a much greater feeling of control instead of just watching your kart tumble around a lot. Now you have more of a chance to orient yourself into a nice landing.

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  • zaphod
    • August 3, 2009 at 7:35 PM
    • #357

    yea, that is pretty much the universal feedback we have gotten - we are actually working on adding that as we speak

    *edit* the sound and particles, not the whole stunt system (don't be alarmed Warby and Sentura)

  • zaphod
    • August 4, 2009 at 9:07 PM
    • #358

    I made a short video this morning showing off one of the weapon items we have had working in the game for a little bit, but have never fully shown off. Here is my little description of how the weapon works:

    Quote

    This is a short video showing a few clips of the LUVBOT weapon working in the game. Once released, the LUVBOT's programming takes over - seeking a player to love. Once he comes in contact with someone, he latches onto them in a Super Love Hug Hold™. Unfortunately due to a design flaw in LUVBOT's circuitry, LUVBOT's love capacitors begin to overload in a few seconds, leading to a large discharge of love energy.

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    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • 2d-chris
    • August 5, 2009 at 4:08 PM
    • #359

    cool - I like the way it appears you will always land the right way up!

  • zaphod
    • August 5, 2009 at 5:00 PM
    • #360

    not really always, but you can at least influence it to land upright and we have tweaked it enough so that you usually stick the landing. That is one of the things that has taken a while to tweak over a long period. When you are fully simulating physics, you have to try and coax it into doing what you want using a bunch of little tweaks rather than what most kart games do which is just have a faked simulation that only handles the kart moving along a rack exactly how they wish with no room for deviation.

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