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Karmageddon Khaos


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#1 rosse119

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Posted 16 November 2012 - 01:16 PM

Hi I'm new here but i've been making games for something like 11-12 years and still not moved into the realm of 3D yet partly because i'm not clever enough lol but also because I love retro :D

I use Multimedia Fusion 2 Developer and my latest project and one i might actually finish is a game based on the controversial 90's classic Carmageddon, the vehicle engine has took me over 2 years to develop and it incorporates sliding, brake steer, reverse and weight distribution.

This is a dev video of the handling engine i've made, it wasn't finished at this point and had issues with sliding which have now been resolved.



Anyway so the game is going to be a driving game, to win you either run over all pedestrians on the level, destroy all opponents or go through all the checkpoints before you run out of time.

The game has 4 different vehicle classes which all handle differently, the classes are:

Compact
Sport
Muscle
Heavy

So far the game will have around 15 cars including some secret ones. 4-5 playable areas and several pedestrian types and power ups.

I've posted some pics, if anyone wants to get involved giving ideas, feedback, looking funny quotes for loading screen aswell just anything really even if you want to be on the dev team just let me know.

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comments welcome

my facebook page is www.facebook.com/karmageddonchaos

#2 rosse119

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Posted 20 November 2012 - 01:02 PM

Update

Well here it is, it's been a long long time but its finally here the next demo of KK.

New things worth noting is the collisions are far better, some other bugs fixed also.
3 vehicles to try out each in a different class so you can see how that makes them handle different. Some of the textures are different too and take a look at the random quotes on the new loading screen, quotes were made by me and my team

Anyway hope you like it remember arrows to move, space is handbrake

https://dl.dropbox.c...v2.4%20demo.exe

#3 Reedbeta

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Posted 20 November 2012 - 06:11 PM

Hi rosse, it sounds like you've done a lot of work on the driving physics of your game. Perhaps, as a way to get some more discussion going, you could share a bit more about how it works, or your process for development and some of the problems you solved along the way? Or something to do with the development of the game design and art style would be cool too.
reedbeta.com - developer blog, OpenGL demos, and other projects

#4 rosse119

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Posted 20 November 2012 - 09:47 PM

Ok I'm more then happy to talk through how I've done things.

The aim of my handling engine was to create the most realistic 2D handling engine, hence the name Retrolistic, retro and realistic.

Initially I was using the built in race car engine which is pretty shocking and so I heavily modified it to have sliding which is actually done by having a fake car which is the on the player views and a real car which is invisible but moves with out sliding.

I added what I called a bodyroll meter which was just a counter which decided how far the angle of the fake car would change in comparison to the actual car, I added a whole lot more too like brake steer, understeer and a simulation of weight distribution.

Here is how the original engine looked.



I was really happy with it, but many people was saying it didn't look right with only 32 directions and I was urged to make it 360 degree rotations. Unfortunatly I'm rubbish at maths, lucky I came across an extension called ARCO2 which gave me the 360 rotation that i needed with out all the hard work so a little bit of a cheat.

I then heavily modified it to add all of the bits of my original engine.

After I'd added most of the features to the engine it looked like this.



The first thing I tried to use the unfinished engine on was a Knight Rider game, which didn't go well.

I then decided to put it into my latest project which will be finished KK. Added handbrake, fixed snapping back on the slides, and exaggerated some of the physics to suit the Carmageddon feel more.

Any questions please ask

#5 rosse119

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Posted 22 November 2012 - 12:22 PM

Update

The basics for the Pathfinding Engine have now been completed by my Lead Coder.

The idea is that all CPU cars will head to the next checkpoint while avoiding things like walls etc, when a CPU vehicle sees player it will then pursue, if player goes out of range CPU will revert back ot Pathfinding Engine and look for next checkpoint.

Heres a pic, yellow is the CPU's path from start to finish.

Posted Image

#6 rosse119

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Posted 24 November 2012 - 03:38 PM

Oh well that didn't work lol nevermind

#7 rouncer

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Posted 26 November 2012 - 09:56 AM

good work! its a pleasure seeing all these cool shots of the progress.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#8 rosse119

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Posted 26 November 2012 - 01:02 PM

View Postrouncer, on 26 November 2012 - 09:56 AM, said:

good work! its a pleasure seeing all these cool shots of the progress.

Cheers dude, have you played it yet?

#9 rosse119

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Posted 26 November 2012 - 01:02 PM

little update

new car added (Vectraaah)
cars bounce off objects less now
fixed some graphical bugs when sliding
added collisions for all peds now, no more walking through buildings
added a meter which means the more people you runover in a row the more blood tyre marks you get

#10 rosse119

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Posted 27 November 2012 - 12:27 PM

Ok so last night was a late one, was up till nearly 4am making some drastic changes.

My handling engine runs with a base extension called Arco2 which does the basic rotations, collisions and speed. Last night my lead coder held my hand through the tough process of coding the basic handling engine myself.

So far I have the rotations, speed, acceleration and braking working and the good news is that this means there is room for a lot more features like scraping against walls instead of sticking to them as it is currently.

The big thing is though is that the Retrolistic Engine will then be 100% original instead of using Arco2 as a base model.

#11 rosse119

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Posted 28 November 2012 - 12:31 PM

progress for last night

Added natural engine braking, made It so if reversing if you hold up arrow and not down then it slows you and take a bit to go back forward almost like the tyres trying to grip.

Finally I've managed to implement a more streamlined code to duplicate the sliding in KK currently but ramped it up so instead of having 30 different angles of slide you now have 70 so it's a bit crazy and lose but obviously that will be tweaked.

Its amazing exactly how much i can streamline the current code of KK

#12 rosse119

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Posted 30 November 2012 - 12:16 PM

Ok the time has come to try my new handling engine all code no fancy extensions or anything.

Features
- Engine braking
- Handbrake turns
- Braking makes car unstable
- If above medium speed letting off power makes car unstable for a short time
- 38 different angles of slide per side
- Reverse sliding
- Suspension meters that have to fill before sliding can happen
Obviously it still needs work but me and my coder are working on making this better all of the time.

Dl.dropbox.com ... 20v2.8.exe
Arrows to drive and Spacebar to handbrake

#13 rosse119

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Posted 02 December 2012 - 09:39 AM

Here is the newest engine with collisions, wheelspin and donuts feature.

http://db.tt/IAPbTnZd

#14 rouncer

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Posted 03 December 2012 - 05:11 AM

awesome! you need to put a bit of effort into a decent environment tho, but so far - so good.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#15 rosse119

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Posted 03 December 2012 - 08:12 PM

Cheers mate, I've pressure got 3 environments to go in the game. This is just for the engine see above pics for one of the actual levels.

#16 rosse119

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Posted 05 December 2012 - 12:23 PM

New gameplay improvements :D

If you slide into an object the car now doesn't self right on the spot which looks far better and turning relates directly to the speed you are travelling.

We now have an Audio person on the team so there should be more exciting updates soon

#17 rouncer

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Posted 05 December 2012 - 03:21 PM

cool, cant wait
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#18 rosse119

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Posted 08 December 2012 - 09:11 AM

Update

The new handling engine is ready, but instead of adding it to what I already have I've decided to build KK around it so essentially starting again to make sure things are better quality.
The collisions are perfect, Lemonrev my tester couldn't go through any walls or even get stuck.

Tonight I added a new feature specifically for the sandbox mode, a continuous day to night cycle.

Here is a pic of it in action.

Posted Image

#19 rouncer

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Posted 08 December 2012 - 10:32 AM

so, this is going to be an MMO - moderately multiplayer online game?
would be cool if you did do that, gta 1 was cool fun in multiplayer, this reminds me of it.
i love the car design! :)
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#20 rosse119

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Posted 09 December 2012 - 05:33 PM

Mmo? No it's going to be a single player game with races and challenges. If all goes well though there will be an online element to KK.





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