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  3. zaphod

Posts by zaphod

  • Crysis Map ~ Vulcano [WIP]

    • zaphod
    • May 14, 2008 at 1:05 AM

    you should post this on CGTalk when you are finished!

  • go-kart model

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

    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]

  • go-kart model

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

    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]

  • go-kart model

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

    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]

  • go-kart model

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

    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).

  • go-kart model

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

    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
  • go-kart model

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

    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]

  • go-kart model

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

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

  • go-kart model

    • zaphod
    • April 22, 2008 at 10:13 PM

    something like that, is the plan at least.

  • go-kart model

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

    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.

  • go-kart model

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

    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!

  • go-kart model

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

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

  • go-kart model

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

    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.

  • go-kart model

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

    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.

  • go-kart model

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

    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]

  • go-kart model

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

    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.

  • go-kart model

    • zaphod
    • April 12, 2008 at 3:25 AM

    ok, I finally finished up most of the garage and got it into the engine - here is a screen shot. It's all a fully modeled little environment so that there is something to look at in all directions as you will be able to freely rotate and zoom in around your kart & character.

    [Blocked Image: http://nimblebit.com/garage1.jpg]

  • go-kart model

    • zaphod
    • April 10, 2008 at 5:59 PM

    the actual view will be much closer, and it will pivot around the kart, leaving not much in view except immediately around the kart most of the time. That said I have not even started filling in details yet, (still WIP!) I spent yesterday building the walls and windows and stuff.

  • go-kart model

    • zaphod
    • April 10, 2008 at 4:26 AM

    another quick shot, still very WIP

    [Blocked Image: http://nimblebit.com/garagewip2.jpg]

  • go-kart model

    • zaphod
    • April 8, 2008 at 4:39 PM

    lol, don't be so apologetic, sometimes the nitpicks are useful, sometimes they aren't but it is always good to hear them anyway. I think the barrels are going to be in the background, but I do have a higher res texture base texture still and it would be very easy to smooth it out if it looks funky where I put it in the final composition.

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