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  3. Level Design

go-kart model

  • zaphod
  • May 15, 2007 at 6:34 AM
  • zaphod
    • April 22, 2008 at 10:13 PM
    • #521

    something like that, is the plan at least.

  • Sindwiller
    • April 22, 2008 at 10:28 PM
    • #522

    You. OWN.

  • hessi
    • April 22, 2008 at 10:34 PM
    • #523

    GO ZAPH GO!

  • -HP-
    • April 23, 2008 at 11:02 AM
    • #524

    ah ah, i loled at Max Spain!

    Good stuff Zaphod, you fucking rule!

  • st0lve
    • April 24, 2008 at 3:07 PM
    • #525

    How to get to you and suck your cock so that I can play this game?

  • Minos
    • April 24, 2008 at 5:25 PM
    • #526

    That level looks a bit like the final level in THPS2 (the bull ring thing). Looks awesome though, can't wait to get my hands on this and customize my shit~~

    ps: Maybe it's time you rename this thread to Zero Gear

  • Minos
    • April 24, 2008 at 5:30 PM
    • #527

    Wow I just noticed this thread was started almost an year ago. It's been a long way since that first model zaph

  • zaphod
    • April 24, 2008 at 7:25 PM
    • #528

    yea, I am kind of embarrassed looking at that first model

  • zaphod
    • April 24, 2008 at 8:23 PM
    • #529

    we are working on some items for our next video, as well as a new gameplay mode - here is a little sneak peek

    [Blocked Image: http://nimblebit.com/powglove.png]

  • General Vivi
    • April 24, 2008 at 8:28 PM
    • #530

    man this is awesome. way to make a dream come true dude. One day I hope to join the ranks of indy developer

  • zaphod
    • April 29, 2008 at 9:22 PM
    • #531

    As you might have noticed in our last video, we have started putting particles in our game. For the non-developers out there, particles are how we create effects such as explosions, weather, dust or any situation where we need to animate some kind of graphical effect using many graphics moving together in a certain way. We are using an excellent particle library called Particle Universe which allows you to create these effects in a script type format. Here are a couple of effects I have been working on lately using this system.

    [Blocked Image: http://nimblebit.com/particle1.gif][Blocked Image: http://nimblebit.com/particle2.gif]

    Here is a snippet of the script of the second explosion effect, detailing how the system should animate the fireball part of the explosion:

    Code
    // --------------- fireball ---------------
    
    
    technique
    
    
    {
    
    
    	use_alias				$defaultBillboardRenderer
    
    
    	material				fireball
    
    
    	default_particle_width			25
    
    
    	default_particle_height			25
    
    
    	visual_particle_quota			500
    
    
    	emitter					Point		
    
    
    	{
    
    
    		emission_rate				1
    
    
    		force_emission                          true
    
    
    		velocity				0
    
    
    		time_to_live				1
    
    
    	}		
    
    
    
    
    	// expand almost instantly then slower
    
    
    	affector					Scale
    
    
    	{
    
    
    		xyz_scale	    	dyn_curved_linear
    
    
    	{
    
    
    		    control_point       0 1
    
    
    		    control_point       0.1 4500
    
    
    		    control_point       0.3 500
    
    
    	}
    
    
    	}
    
    
    
    
    	affector					Colour
    
    
    	{
    
    
    		colour_aff_time_colour		0	 1 1 1
    
    
    		colour_aff_time_colour		0.1	 1 1 1
    
    
    		colour_aff_time_colour		0.3	 .8 .6 .6
    
    
    		colour_aff_time_colour		0.45	 .2 .2 .2
    
    
    		colour_aff_time_colour		0.65	 0 0 0
    
    
    	}
    
    
    
    
    }
    Display More
  • skdr
    • May 1, 2008 at 9:32 PM
    • #532

    Zaph, check this out:

    https://partner.steamgames.com/

  • zaphod
    • May 1, 2008 at 10:17 PM
    • #533

    ahhh we are reading through the API and drooling. I left Jason Holtman a voicemail hoping to get in touch about becoming a steamworks partner, we have already sent him a few emails with no reply so I fear we might be considered too much of a small fish to become a partner until our game is more complete. We will see

    Quote

    we don't think it and our support infrastructure is ready for Mods or games likely to have a very small install base or just starting out with growing their user base. It's a bit of a judgment call on our part that we have to make but past history can give you some examples of Mods and games that have reached an audience size that we think can best leverage the Steamworks features (e.g. Day of Defeat, Counter-Strike, Garry's Mod).

  • zaphod
    • May 1, 2008 at 10:34 PM
    • #534

    been working on 3 items lately for our next video, along with a new gameplay mode. Here is a little teaser for the items:

    [Blocked Image: http://nimblebit.com/itemicons.png]

  • zaphod
    • May 9, 2008 at 6:01 AM
    • #535

    real quick post, we just got our new level up and running for the next game mode we are building for the next video. Wanted to post a quick screenshot.

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

  • Meotwister
    • May 9, 2008 at 7:06 AM
    • #536

    all the levels are circular! ahh!

    I like the feel of this one. The ones I've seen seem to have their own personalities yet still work well in the overall scheme.

  • zaphod
    • May 13, 2008 at 5:57 PM
    • #537

    I had to make a quick new hat for people to choose from for this new space stage:

    [Blocked Image: http://nimblebit.com/hat012.png]

  • Zeta
    • May 13, 2008 at 6:20 PM
    • #538

    I take it the head's of players who don't choose it explode right?

  • Sindwiller
    • May 13, 2008 at 7:31 PM
    • #539
    Quote from Zete

    I take it the head's of players who don't choose it explode right?

    That'd be an awesome gag

  • Bic-B@ll
    • May 14, 2008 at 1:04 AM
    • #540

    head plus hat of choice should go inside helmet

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