New Aeroplane Screenies
Community Forums/Showcase/New Aeroplane Screenies
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Clicky thumbs![]() ![]() ![]() ![]() ![]() Basically it's going to be a racing game, got basic AI in, waypoint routing, dynamic shadowing onto the terrain lightmap, flexi shadows under the aeroplanes, particle effects, moving rudders and other moving bits on the planes, generally quite pretty, and really good fun to play... should have a beta at some point in the future. |
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That looks great! I'd thought of doing something similar several times inspired by the X-Fighter demo. Looking forward to seeing more of it. Cheers, Ryan |
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Looks nice! I'd like to see more stuff in the world - perhaps obstacles as well - but looking forward to a demo anyway. |
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I'm trying to come up with different things to decorate the terrain with... so far my list consists of.. Trees. Lights. Aquaducts/Bridges Any other ideas please please please let me know! |
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Houses, radio towers/TV towers, baloons (in the air), roads, rocks and cliffs, people, lakes and rivers, waterfalls, castles and towers, planes that have crashed, air field, hangars and nude sunbathers. :) Ragnar |
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Cool - Air Racing - would like a game I could pick up and have a blast with. A bit of strategy thrown in and some derring do would be great. And a few dirty tricks. |
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Yeah... this sounds really like a game that could succeed in the marketplace as well... not too many dedicated air racing games out... but lots of air racing fans out there who would jump at the chance to pilot their own 'Reno Air Racer' around the pylons... ... or in and out of the mountains and hills. So far it looks great Rob... and i'd like to second ragtags idea of adding radio/tv towers, so that the planes could hit em if the pilots aren't quick enough... Also... what about an extreme event in which fog or clouds are below some of the mountains, and the pilot has gotta use a stopwatch and his chart to navigate through the pass... IFR racing through the passes... hahahahahaaaa.... hey... i hope you continue with this one... good luck --Mike |
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cool idea good luck |
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Looks great. Would be very cool if you switched from your terrains to custom built levels. That way you could do tunnels, themed levels.. what ever. Remember diddy kong racing on the 64? ![]() |
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There was a plane racing game on the original Playstation called something like 'NextGen Racing'. I don't remember it being anything special overall but it did make use of a single great idea - if you flew lower, you went faster. Simple as that. In other words to benefit from greater speed you had to risk crashing into the ground or scenery. How about doing something like that? |
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Looks nice, Rob! |
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Looking good so far! Do you (will you) have machine guns or some other kinds of 'comedy' weaponary? Ones that visually humiliate your opponents are always good. :) I don't remember it being anything special overall but it did make use of a single great idea - if you flew lower, you went faster. Simple as that. Nice! It's 'simple' ideas like that, that make good games great i.e. fun to play. |
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Joe, it's funny you should say that, I've never seen the game you mentioned but the speed control on this game is the lower you go the faster you go, I've kept the control very very simple to up, down, left and right! |
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That control method (i.e. the speed/height thing) sounds like a really good idea! Cheers, Ryan |
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Oh am I'm considering making this a sort of wacky racers type thing, I'm using Bi-planes at the moments because I did the bi-plane model, but I'm thinking of flying bicycles and stuff. |
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perhaps they could be radio controled planes flying through urban setttings. |
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I like that idea Ruz, Revolt with Wings... Now there's a thought... |
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For blitz terrains the detail is amazing.... I really liek your terrain textures. |
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Ronnie, Here's the low down on the terrain: It's a 256x256 heightmap with a 512x512 texture map on the top. The texture map is 100% procedual textured (texture map, light map and shadow map) then as the objects are placed onto the terrain additional shadows are written to the texture map. This texture map is streched over the whole terrain and there is a 'noise' texture repeated over the whole lot to give more detail. The texturing is done with my new version of terrain shader which I should have finished at some point soon. |
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I love reading explanations of tech. Maybe it's a fetish or something... Thanks, Rob! |
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Wow! that's some great effects... I look forwarding to hearing and seeing more about the new terrain shader. Nice work. |
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Rob, great (you might have heard that before though)! Some ideas: - there's _got_ to be some blimb ('Duff') - how about a Highway with cars at night - a 'Hollywood' style sign to go through the 'o' - a hard part could be a 'Descent' like passthrough in the ground where gravitation flips and you suddenly come out of a whole of a terrain upside down. A nice bridge to a next level, maybe I may come up with more :-). Regards, Dirk |
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Looks good! Houses may be a good low poly content. Of course the other ideas where good too, but some might be a bit polygon intensive. Think about lowpoly Agrar Fields and Forest Zones (using some kind of masked texture as forest top-view structure) |
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the mario screenshot is cool. |
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Looks nice, How aboult having some barn storming checkpoints? |