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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • Bic-B@ll
    • November 11, 2009 at 3:57 AM
    • #421

    yay, i got in. whe i al tabbed out and right clicked te item in the task bar to full screen it crashed. how do i fullscreen the game? making fullscreen = yes in the settings doesn do anything.

    quick observations: mini map is crucial, i want to know which way the next turn is

    it would be nice if the item boxes displayed whats inside, you wont notice until last second and some people might sway for another one or fight for the better item, you already have the icons made

    there is no penalty for going off the track and cutting corners

  • cincinnati
    • November 11, 2009 at 3:36 PM
    • #422

    is there a way to know who is in back of you and what they're doing (a mirror)? if not, i think one is sorely needed. would ramp up the strategy.

    fun diversion into something that wouldn't normally interest me. really nice work so far.

  • zaphod
    • November 13, 2009 at 1:51 AM
    • #423

    4 days after our beta went live we have a new update for everyone! Here is the changes:

    1.0.1.0 Change Log

    * Kart physics modified, the kart is much heavier now as well as other subtle tweaks

    * Air steering is now only engaged by pressing the steer direction after leaving the ground

    * Some maps updated to work better with new kart physics

    * Camera adjustments, closer to kart, fixed distance, crosshair added to aim mode

    * Ice cube will not ice the player who dropped it behind them when it obviously shouldn't

    * Win score changed from 500 to 400 in Tag mode

    * All players given springs in Target mode and bumpers removed until they are functional again

    * Soccer ball/hockey puck larger and easier to hit

    * Country code added to the server browser so you can see how close a server is to you

    * Rank sorted correctly in the server browser now

    * Setting added to enable the screen blur effect on boost as some players were reporting problems

    * The game responds to input correctly after closing the settings or server GUI while in game

    * The map change timer works correctly in the server settings GUI

    * Map name and server name added to the player roster GUI

    * Laps/Place GUI is now visible in spectator mode

    * The goal GUI now tells the user which goal they need to shoot the ball/puck into

    * The signal GUI will warn the user if they connect to a server with a very large ping

    * Upon pressing the reset key, a GUI pops up to notify the user they will soon be reset

    * GUI is now visible in Skate

    * Newb loading screen key layout image simplified

    * Music updated and Hyperduck accessory added (quack quack!!)

    * Sound errors no longer print out to the log which seems to prevent the game from slowing down over time

    * Bug in sound priority system fixed which should prevent more important sounds (music, engine noises, etc) from cutting out on some sound cards

    * Fixed the "Failed to find receive data peer" bug that happened sometimes after exiting the game and starting it again quickly

    Go check it out!

  • Zyn
    • November 13, 2009 at 2:00 AM
    • #424

    Sweet. Saw invites are up again, downloading right now

  • Lord Ned
    • November 13, 2009 at 5:28 AM
    • #425

    Couple quick crits before I go back and play some more:

    Hard to figure out which team you're on in the Soccer gamemode... Maybe colored flags on the back of the cars?

    I had something else but I forgot it so..

  • zaphod
    • November 13, 2009 at 6:04 AM
    • #426

    yea, we hear that a lot. If you look at the top of the screen there is an outline around your team score and some text as to what goal to hit the ball into - but short of something on the character itself it seems like most people are not going to get it.

  • zaphod
    • November 13, 2009 at 4:16 PM
    • #427

    here are a few gameplay videos I capped yesterday:

    http://%7Boption%7D

    External Content www.youtube.com
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    http://%7Boption%7D

    External Content www.youtube.com
    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.

  • Nineaxis
    • November 13, 2009 at 10:32 PM
    • #428

    Here's a quick Chute Shoot video:

    External Content www.youtube.com
    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.

  • Chrono
    • November 14, 2009 at 2:24 AM
    • #429

    Any chance of this being fixed in the next patch?

    [Blocked Image: http://dl.dropbox.com/u/434057/spikyhead.png]

  • Lord Ned
    • November 14, 2009 at 2:29 AM
    • #430

    When adjusting settings, Apply needs to confirm that their applied. There also needs to be a cancel button... I mean there's the X but that's kind of confusing/not necessarily obvious.

    Maybe a "Return to Menu" button instead of cancel...

  • Lord Ned
    • November 14, 2009 at 3:22 AM
    • #431

    Some bugs/Feedback/Critz from the guys over at TF2Maps.

    Gamemodes/Gameplay:

    Tag gamemode = when you lose points for dying, so easy to die

    Bloody hard to hit the guy who's It... Needs a ball or something he carries

    If a tornado sneaks up on you from behind it looks like you're randomly flung up... Needs an icon over your head (or similar) that's a "status".

    Add some auto-recovery to the vehicles. Make them try to straighten out on their own and get you going the right way after a big crash/explosion/thrown off course.

    Turbo distribution is... Odd. I don't think there's anything wrong with it, just needs an informative tip about it.

    Textures/Map Issues:

    Misaligned Texture on default map

    Couple Sew (From Displacement/meshes) issues in Spagetiwest

    Not enough boundries. If you fly off at the wrong spot you get stuck in a detail area until you're in last place.

    Misc:

    If you screw up, or get hit by an explosion and miss a turn the slight bit, you're fucked. There's no way to catch up from behind.

    When two players fall to a death right after each other, they spawn on top of each other and it's awkward.

    Carts need cute horns to spice up some boring long runs

    First person is "boring, just drive no action or fighting"

    "wtb gamepad support"

    Crashes/Urgent:

    Alt-tabbing crashes game for some

    Framerate is atrocious for some on spacecraft level

    Turbo causes some users to go to 1 fps

    Sometimes game randomly resets you when you do a jump... Doesn't say why or anything.

    Dustbowl (Spageti West):

    Clipped through a rock on a sharp bend in Dustbowl.

    Love-Bot falls through the floor in the Cave

    I'm hearing a lot of complaints about the cart physics...

    Quote

    A Boojum Snark: it [zerogear] seriously is about as fun as buggy racing in hl2

    A Boojum Snark: the physics are just not ideal for racing

    supertoaster is credit to team: the physics are annoying. hit a wall, shoot up in the air, lose 10 places

    supertoaster is credit to team: the tracks are really boring, flat, and boring

    supertoaster is credit to team: i hate turning around in that game. going reverse is slow and takes too long

    Chrono: the hockey puck is abit easier to hit, but it always goes behind the goals

    Display More

    New Gamemode/Gameplay suggestion:

    Demolition Derby

    "Battle" Gamemode... 4v2 players (Or 5v3) where one player drives and the other guns off of him. Maybe the gunner shoots the traps

    Balloon Gamemode similar to Mariokart

    Hope this helps give you some feedback... And don't take everyone's word for it.

  • supertoaster
    • November 14, 2009 at 3:48 AM
    • #432

    This game is fun, don't get me wrong. But lots of room for improvement

    I suggest a little pellet gun that each person has. Fast projectile, slightly slows down the person who's getting hit for like half a second. Possibly, the powerups you receive in the tracks could give you upgrades to your gun. It could make your pellet gun fully automatic, or increase damage!

    Or maybe a different set of powerups (blue perhaps), that is for the pellet gun exclusively. Because right now being in first place is pretty boring. All you do is drive, and the closest action you get is looking behind you at the 2nd place guy 500 meters away.

    So, while i'm on a roll here's some idears for the "blue" powerups.

    -Increases rate of fire

    -Makes pellet gun fully automatic

    -Adds splash damage/ increases splash radius

    -Increases travel speed

    -ELECTRICITY PELLETS (increases slowdown effect)

    -FIRE PELLETS (increases slowdown time)

    -HEATSEEKING PELLETS (slightly curves to the closest target you're aiming at)

    -PELLETS WITH OIL IN THEM (when it hits the ground, it creates a tiny oil puddle and when you run over them you're steering gets worse)

    And ofcourse, what would a suggestion be without a redundant list of ideas!

    Power up ideas:

    -Oil Spill - Creates a big oil puddle and it messes up yo driving if you run over it

    -Rocket launcher - Fires 1 rocket, explosions included

    HATEBOT - Acts like the lvoebot, but instead of attaching to you, it pushes you. After 3 pushes it explodes

    Heat seeking mine balls of doom! - Drops 3 beeping balls, and if you get near them they follow you and explode

    Cannon - Fires 1 cannon ball, like the rocket launcher but arched

    ReflectoShield - Round shield that pops up, and any attacks that hit the shield will be reflected back to the person who fired it

    Well, there's my brainstorming. Hopefully one of these ideas can spark more ideas that are better.

    Anyways, there should be a "demolition derby" gamemode. 4 cars, 2 ppl per car. The driver.. well of course drives! :monocle: He also can fire a gun that isn't as powerful as the gunner's. The Gunner gets the big pellet gun that he can aim, and slow firing rockets. The driver will be able to use the powerups and pick up powerups which give the gunner better weaponry.

  • Nerdboy
    • November 14, 2009 at 6:40 PM
    • #433

    It's pretty good in terms of gameplay, but takes a minute to get used to how the physics work. Implementing bots or some form of single player experience would really help new players get used to the game. My controls also seem to stop working every few minutes, and not just for a second or two, but for a good ten seconds. I'm not sure if this is lag compensation or something else, but it really needs to be changed. I was also a little disappointed that I wasn't able to play the game in surround sound. I didn't see an option in the audio menu to change my output method and would like to see something implemented.

    Cart physics are a little screwy. When you collide with a wall, you're sometimes knocked far into the air and sometimes just stop immediately. Colliding with other players is also pretty damaging. Hopping and turning also takes a long time as is. Tailgating is also very finicky. I've been able to tailgate from far away sometimes to having to be bumper to bumper at others.

    A few more suggestions:

    - "Magnet" Weapon that draws nearby players towards you. Could be used for tailgating effectively and getting in front of farther players.

    - "Gravity Well" Weapon that sticks your cart to the ground for a few seconds. Helps to resist the knockback from mines, lovebot, forcefields, and tornadoes.

    - "Rocket Booster" Weapon that sets your speed to double that of boost for a second or two. Would be useful for taking shortcuts and knocking around enemies.

    - Landing on players after jumping with the spring should launch you again.

    - The boxing glove should be able to be punched backwards (didn't work when I tried it)

    - "Battle" game where the goal is to hit enemies to score points.

    - It in tag should become larger when becoming it to make hitting him more plausible.

  • Nineaxis
    • November 14, 2009 at 7:26 PM
    • #434

    It would also be nice if we could save multiple characters into slots in the garage or something... I'd like to keep my current character but I also want to play around with the customization some more.

  • Lord Ned
    • November 15, 2009 at 2:41 AM
    • #435

    More displeasure about the physics... I got spun around right at the start of ChampionCircut from tail gaiting and couldn't catch up in the entire two laps.

    I think it needs to be more like MK.

    Timed out on my own server.

    This bug needs to get fixed.

  • zaphod
    • November 16, 2009 at 2:03 AM
    • #436

    Thanks for all the feedback guys, the more we get the easier it is to prioritize where to spend our extremely limited dev resources!

    The physics should be a lot more stable after the release last week, although we are always looking for ways to improve it where we are able. The butt-tap can be either frustrating or a rewarding tactic depending on your point of view, but I definitely have never seen someone stay behind for two laps from being spun out. You can hit hop a few times to rotate yourself 180 degrees and sometimes don't even lose that much momentum, and even if you came to a dead stop for 10 seconds - you would get so much boost through the rest of the race from being behind that there is no way you should be "out" for 2 laps.

    Timing out on your own server is really bizarre, can you give me any more information about that? Was there people connected to your server, did you notice an abnormally large ping to your own server or anything? What are your PC specs? Did the server crash or could you see it in your server browser still?

  • Lord Ned
    • November 16, 2009 at 6:43 AM
    • #437
    Quote from zaphod

    Timing out on your own server is really bizarre, can you give me any more information about that? Was there people connected to your server, did you notice an abnormally large ping to your own server or anything? What are your PC specs? Did the server crash or could you see it in your server browser still?

    We were playing Spagetti Whatever, though it's happened on different maps for different people. We were just playing along and suddenly I just start driving off into the sunset without control and it pops up the connection interrupted box... After whatever the allotted time is It says "Connection to the server was lost" and all the other guys get it.

    I assume it's crashed as it boots me out to the main menu and others lose connection.

    Specs: 2.8 Ghz Tri-Core, 2gb DDR3 Ram, 4870. 18 megabit download, 4 megabit upload (Grabbed off of Speedtest.net). DMZ forwarded to my computer. No firewall other than Windows 7's Default.

    Quote

    The physics should be a lot more stable after the release last week, although we are always looking for ways to improve it where we are able. The butt-tap can be either frustrating or a rewarding tactic depending on your point of view, but I definitely have never seen someone stay behind for two laps from being spun out. You can hit hop a few times to rotate yourself 180 degrees and sometimes don't even lose that much momentum, and even if you came to a dead stop for 10 seconds - you would get so much boost through the rest of the race from being behind that there is no way you should be "out" for 2 laps. The feedback from Nineaxis/Supertoaster/Me/Chrono are all from after the patch.

  • zaphod
    • November 16, 2009 at 5:59 PM
    • #438

    ok, sounds like the server just crashed. If you could save the console.txt from the server directory from the host machine the next time this happens it would be much appreciated!

  • zaphod
    • November 16, 2009 at 6:11 PM
    • #439
    Quote from Chrono

    Any chance of this being fixed in the next patch? [Blocked Image: http://dl.dropbox.com/u/434057/spikyhead.png]

    what is the bug?

  • BaRRaKID
    • November 16, 2009 at 6:41 PM
    • #440

    I might be wrong, but it seems like the cactus spikes are going through the helmet

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