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  3. Level Design

go-kart model

  • zaphod
  • May 15, 2007 at 6:34 AM
  • Bic-B@ll
    • April 12, 2008 at 9:30 AM
    • #501

    its already a pretty detailed scene how many more polies can be stuck in there?

  • Meotwister
    • April 12, 2008 at 9:01 PM
    • #502

    it'd be kinda fun and cool if instead of being able to rotate around the room the lift the cart's on spun around. (This is assuming the only reason for spinning around the room was to see all around the guy).

    The garage looks great to me.. and further work on it would be dependent on if you wanted a 360 view around and poly limits and all that.

  • zaphod
    • April 13, 2008 at 7:10 AM
    • #503

    there is actually a lot more to the room than what is just in the screenshot because I built it to be able to look all around so there are details in all directions.

  • Minos
    • April 14, 2008 at 1:40 AM
    • #504

    Very nice zappy. Although you are going for a clean style I think some slight grunge here and there would improve the scene, this is a garage where racers work on their cars afterall. keep it up, you make mapcore proud! This is a game I'm totally buying.

  • General Vivi
    • April 14, 2008 at 4:54 AM
    • #505

    me likes looking good man ^^

  • Algor
    • April 15, 2008 at 6:17 AM
    • #506

    the detailing looks fine, some more light and shadow contrast would certainly help the scene feel less flat. really cool stuff though, great style.

  • zaphod
    • April 16, 2008 at 1:56 AM
    • #507

    spent a little bit of time making some mock-ups thinking about how a few menus might work. The idea for the main menu is that the elements fly in from the edges of the screen, and a model of your character / kart on a stand screws into place from the bottom off screen.

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

    The customization menu will be able to handle all your kart and character customization or tuning. The left of the screen is where you will pick which element you are changing, and you can browse through your options on the right side, as well and pull it out further like a drawer with the red arrow to view more options at one time. The bottom of the screen is where your customizable color swatch options will appear for the item you have selected.

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

  • Sentura
    • April 16, 2008 at 9:24 AM
    • #508

    nice and simple, fits the theme well. although there not being a "start game" or "start race" button sort of confuses me. also it'd be cool if the game decided the opening car and driver at random from all available objects.

  • Nurb
    • April 16, 2008 at 11:33 AM
    • #509

    The menu gui looks nice and clean but I miss "Switch profile" in the menu. It's more of a gamedesign thing though

  • dux
    • April 16, 2008 at 2:08 PM
    • #510

    Becasue a go kart has no ground clearance wouldn't it end up getting stuck on the ramp under the door? :megaman:

  • zaphod
    • April 16, 2008 at 5:16 PM
    • #511

    I am designing the menu for what I would like to have for our first playable demo for the IGF, which probably won't have the ability to have different profiles. Ideally - we would like to have steam integrated which would also take care of knowing who was logging in and what character was theirs. As far as there being a start game, or start race - we are planning to have a very TF2-esque client server model for playing, which means that you will have to find a server to play on - similar to HL games or other racing games like Trackmania. Maybe for the final game we will have a set of menu options that will launch a server - but for this first demo all we really need to be able to do if have somewhere you can enter an IP.

  • zaphod
    • April 18, 2008 at 12:20 AM
    • #512

    we have recently been working on testing out our first test of some gameplay rules. In order to get a better grip on how our rules system is going to be layed out we are doing a quick game of tag, where the person who is "it" the longest wins, and whenever you run into the person who is it you become it. We are about halfway done with the mode, and have already happened upon some important fixes and tweaks in the process that will help us once we start on a racing mode.

    Here is a screenshot of the level I made in the last few days to play tag in.

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

    This weekend we are having another lan party in which we are going to test out the game mode with around 8 people hopefully. I will be capturing footage to make into another video.

  • Bic-B@ll
    • April 18, 2008 at 5:36 AM
    • #513

    awesome. how is it indicated what player is it?

  • zaphod
    • April 18, 2008 at 6:52 AM
    • #514

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

  • Bic-B@ll
    • April 18, 2008 at 7:14 AM
    • #515

    aren't you just nifty

  • zaphod
    • April 22, 2008 at 5:36 PM
    • #516

    New Video! Basic Gameplay tag-test

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

    In this video we are using a “Tag” type game mode as an intitial test of our gameplay scripting system. Using the experience from this we will design bigger and more exciting gameplay!

    In this mode, players compete for the longest amount of time being "IT". The longer you are "IT" the more points you rack up. There is also a 3 second immunity after you have become "IT". For this level, we also made points accumulate faster the closer you are to the middle, to encourage people to duke it out in the middle ring.

    The test was a lot of fun, and gave us a lot of ideas and feedback for how we are going to implement more gameplay features in the near future!

  • Jenn0_Bing
    • April 22, 2008 at 5:58 PM
    • #517

    What can i say, it looks awesome. The map was a lot more complex than i thought i could see from the screen you posted. Love the idea of adding tunnels around the outside in.

  • e-freak
    • April 22, 2008 at 7:11 PM
    • #518

    That looks pretty damn fun! One suggestion: Instead of just being IT you should have a bomb that ticks. So you have to stay IT but as soon as the bomb explodes you will lose like 25% (so you can try to hand the bomb to someone else but...) of your points but if you can make it to bomb another player (radius like 5 car-lengths) you gain another 5% points - not sure if it would work out completely but I think it would be kinda fun.

    And another idea would be two parallel traks with gates and you have to do "relay race" while one at a time in each team transports the stick while the others have to activate certain triggers to open the gates to let the "runner" pass - and at a special place the roles within the team change. Both teams see each other but can't influence apart from some powerups like "Send them a rain of fire" or "Make theyr gates stuck for 5 seconds" or "Get them some oil on the track"

  • zaphod
    • April 22, 2008 at 7:20 PM
    • #519

    thats exactly the kinds of stuff we hope people try out on their own by opening up the gameplay through lua, since we obviously don't have time to implement all the interesting ideas out there to be tried.

  • e-freak
    • April 22, 2008 at 7:25 PM
    • #520

    So there's gonna be a gameplay SDK (and hopefully a Leveleditor)!? *joy*

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