needs a blimp hovering the track ![]()
go-kart model
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Duff blimp!

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was working on those platforms today. The big "zero gear" text signs scroll.
Also got a version up in running in the game, got the scale right (the general rule seems to be it always needs to be twice as big as you think it should be from looking at in in maya) and it seems like it will be a great map to tune the steering and other mechanics on the kart which is what Brian is working on. Next I want to put up a fence that curves in toward the top on the overpass, and put something on the round platforms as well as figure out some other barriers for other stretches on the track.
[Blocked Image: http://nimblebit.com/circuit3.jpg]
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you should take out the underpass and make it into a ramp over the overpass. just because ramp are cool.
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Make it like the Race of Champions that happens every year, this years one was at Wembley, heres one a few years back:
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thats actually what I am blatantly ripping off track-layout wise.
been doing some more work on it, things have been sort of busy and I really need to clamp down and get this thing presentable. At the end of the week I am going up to SF for a week with my kart-ner and some friends, we are also stopping by the NS guys' little thing http://www.unknownworlds.com/postmortem and we thought it would be cool to have something to show there. We have been working on the camera and kart a lot recently too so we hope for our next video to feature some driving.
[Blocked Image: http://nimblebit.com/circuit4.jpg]
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new video:
shows off the track and also a preliminary glimpse at the basic implementation of our driving model using Bullet physics.
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Awesome!
/me wants to make track.
Was driving around town a little faster than usual the otherday and managed to string together a few turns that would quite frankly make an awesome street circuit. I'm gonna have to make it in something!
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wow i was honestly surprised, the track looks really really good! Have you considered to make use of the ad spaces around the tracks? You could offer the game for free and get income from the ingame ads, or do you want to keep it ad free and sell it? Or both?

Any gameplay relevant features you can talk about yet? Will there be weapons, power ups or anything of that sort? What gameplay modes?
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that thought about ad's has definitely crossed our minds, we have talked about a lot of different methods for monetization. Right now I think we are kind of leaning towards a regular flat cost for the game, and trying to get it on something like steam (ok, not like steam - we want to put it on steam because we both think it's awesome!)
We definitely want to generate income from the game, our entire goal with this project is to hopefully provide us with enough resources to make another game, and another and another, etc. We really just want to make our own games for a living and we want to use our own resources to do it whenever possible.
As far as gameplay, it's not written out in detail or anything, but there will be items you pick up on the track, that part will be similar to other kart games. We have ideas for stuff here and there but we are really trying to just let the game inspire us as we get parts of it done and possibilities emerge.
A few things we have been working on lately but ran out of time to finish to include in the video are, slowing down the head turning animation and running it independently of the how fast the wheels are turning (it's too twitchy right now) and also having the kart cast a shadow which we have run into some minor headaches over, but will figure out soon enough. So look for those in future videos

I think it's really fun to develop in "videos" it seems like we just figure out what we want to show in our next video and then that becomes the milestone and sets what we have to work on in order to show that off. We have been discussing the idea of our next video being a bunch of networked karts racing at the same time, which I think would be awesome!
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Get it on Steam and I'll buy it

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cool, nice song choice, i've been rocking out to cake the past couple of days
im guessing you control the cart with they arrow keys? it looks like it would be better to use the mouse with right/left click being gas/brake. the on/off of the turning seems to make it hard to control and the guy twitchy. looks real cool though. is that around how fast you plan on having the carts going? it would probably be more exiting if you make the carts go faster and have more understeer as speed increases so that you have to strategically brake around turns and not just gold down go and steer, it makes driving more of a skill. -
will you be hiring
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i love this project
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ooooooooo
we will be interested in looking into how we might integrate this into the project I think . ..
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was about to post that one - just got dougs mail and thought "some one is the happiest indie game dev alive now"

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Just wanted to pop in and say Zero Gear is going to take over the universe. I met David and Brian at the SF Postmortem and got to talking to them about Zero Gear, among other things. These guys are very serious and know what they're doing. I even got to play around a bit with a demo of Zero Gear and the Kart and track looks more amazing in motion. Really guys, you are doing a fantastic job, keep it up!
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Thanks for the vote of confidence Matt! It was good to meet you at that event. You can be part of our marketing division

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real brief update, I was playing around with cubic environment maps in ogre today when I found something that clicked and made me try to use it to fake rimlighting using just a cubemap and no shaders. After a few hours of experimenting with how to build the cubemap, I hit a breakthrough and just like that we have rim lighting! I am going to make a more detailed post about in on our blog about it when I get it implemented fully, but here is a pic of it working in game:
[Blocked Image: http://marshmonkey.googlepages.com/ingamerim.jpg]
and this is the setup I finally settled on in maya to render out my cubemaps from:
[Blocked Image: http://marshmonkey.googlepages.com/rimcubic_maya.jpg]
on the programmer side of things, Brian has been setting up the networking framework and re-architecting things that need to be moved around in order to be networked. We are hoping to have a multiplayer karts driving around by the end of the month.
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