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RR- Development & Progression


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#1 Pasidon

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Posted 07 February 2013 - 11:55 PM

This topic will be dedicated for general questions about development and progression.  It's also the place to post updates on progression in general, including decisions made in group discussion.

 

Future meetings will also be scheduled here.



#2 Pasidon

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Posted 08 February 2013 - 01:16 AM

And since I'm apparently the master of records, or something, I'll talk about what was discussed in our last meeting:

 

- Final Character Roster:

 

+Pas 
+Fell 
+Gen
+Duke 
+Wulf
+Phill
+Banshee
+Ash
+Hos
+Mathjis
+Rad
+Dig
 
Dig and I spoke today as well, and we probably should add him since he's friggin' 30% of our work force.  And we wanted a nice rounded number of 12, so I stuck Rad in there too.  2nd time I forgot to add him into something. 
 
-First Development Goal:
We're beginning kart design, and we decided to get started on making the generic kart, and making our first racer.  Using randomized scientific deduction (a D10), we decided we will be making Ash as our first racer.  Be expecting concept art and 3D models here soon.
 
-Planning Decisions
So we decided to officially stick with the planet-type map style, and in the second meeting Dig and I had today, we decided to stick with making a single generic cart, and have customization options later.  We also brought up the thought of making a deathmatch mode in a Team Fortress style, with support, healing, tanking and damage bases.  


#3 Graion Dilach

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Posted 08 February 2013 - 10:40 AM

Say, how can you race TF2 style?


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#4 duke_Qa

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Posted 08 February 2013 - 12:21 PM

Yeah I dunno either, but however it is done it will be fabulous!

 

Also, bit skeptical about assuming we'll get planetoid-like tracks to work right off the bat, but if it gets made I won't shoot it down. I'd recommend to work with one-directional gravity to begin with though.

 

Highest priority is to get a good kart model and start messing around with them physics.


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#5 Pasidon

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Posted 08 February 2013 - 01:05 PM

Yea, we'll use generic tracks for testing and stuff for now.



#6 OmegaBolt

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Posted 08 February 2013 - 02:12 PM

Personally I don't know why this is actually going to be "Revora Racer". Surely we should think of fresh characters perhaps based on forum members so that the game can have universal appeal. Also I'm not sure what you even mean by planet-style tracks. You mean one lap would be like going round a small planet?


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#7 Pasidon

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Posted 08 February 2013 - 03:00 PM

A lap could be many things.  Circumference a globe... reach certain points... travel a certain distance... so many possibilities compared to a standard, generic track.

 

And it is based on forum members.



#8 Graion Dilach

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Posted 09 February 2013 - 12:26 PM

Bolt, read all the topics, the character roster says it all. :p

 

Either way, the sole way I can imagine TF2 style racing is kinda similar to Lego Racers I's system, but the karts are hardcoded to a role and only white cubes are scattered on the map (in LR1, the 4 colors decided it it'll be a hit, a speed a trap or a shield, white cubes just enhanced the effects).


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#9 Pasidon

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Posted 09 February 2013 - 12:46 PM

Oh, never played Lego Racers ™.  That sounds more like more of a Mario Kart death match with a role system like Team Fortress Style.  I'm trying to think of ways to give karts stats, maybe using the custom part system, that can make karts play team supporting roles, like TF.  



#10 Graion Dilach

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Posted 09 February 2013 - 02:26 PM

And I never played Mario Kart. Hm, Warcraft 3 also had a kartmap made by Blizzard in LR1 style. XD


Edited by Graion Dilach, 09 February 2013 - 02:26 PM.

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#11 Pasidon

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Posted 09 February 2013 - 05:31 PM

Warcraft 3 seems to have everything in it.



#12 Bart

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Posted 09 February 2013 - 05:31 PM

- Final Character Roster:

 

+Pas 
+Fell 
+Gen
+Duke 
+Wulf
+Phill
+Banshee
+Ash
+Hos
+Mathjis
+Rad
+Dig

 

If I'm not in it I demand to be the final boss enemy  :evgr:


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#13 Pasidon

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Posted 09 February 2013 - 06:18 PM

Neh, we already have more character design work than I care for.  I might throw you in future DLC, Barty.



#14 DIGI_Byte

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Posted 09 February 2013 - 06:19 PM

I like that...

but what would the boss be? i mean if its a racing game, can you have a boss that's not selecteable? should we?


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#15 DIGI_Byte

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Posted 09 February 2013 - 06:27 PM

I've got a few issues with the planetoids track idea, how big would the planets be for them to feel right,
and my major issue is how much work would each planet require because if each track had a selection of planetoids, and every track was to be unique, then a set of planets must be made individually for each track

basically, what kind of planets will there be without repetition, and how much detail should be in each planet so they are not small but have a decent track design on its surface?


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#16 Irenë Hawnetyne

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Posted 09 February 2013 - 09:13 PM

Thought we were set on the mastermind Mob DJ as the main boss?

Also, personally I wouldn't be too set on the interplanetary levels, though I know little of Unity's limitations I do not believe it would be an easy task to switch gravities between areas.


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#17 Pasidon

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Posted 09 February 2013 - 10:44 PM

Gravity is a different subject that may not be one at all.  Just because we have planets doesn't mean we need a logical space.



#18 DIGI_Byte

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Posted 10 February 2013 - 01:01 PM

Found this demo to be useful and insightful for simple racing games, sadly uses car wheel physics but don't see a way around it these days

Link to online demo

http://lod3dx.net/Un...arTutorial.html

tank Demo
http://lod3dx.net/Unity/Tanks1.html

Frogger/bomber clone (epic)
http://lod3dx.net/Unity/Frogger.html

Link to tutorial
http://forum.unity3d...ehicle-Tutorial


Edited by DIGI_Byte, 10 February 2013 - 01:04 PM.


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#19 Graion Dilach

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Posted 08 March 2013 - 10:02 PM

How's stuff? :p


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#20 Pasidon

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Posted 09 March 2013 - 04:30 AM

I'll assume in progress.  I'm still waiting for our finished kart model, as well as a character model.  I'm not putting a deadline on anything, but if I don't see any effort for an unreasonable amount of time, these topics may suddenly vanish along with the existence of the project.  But I know people are busy, so no need to assume anything is 'dead' yet.  






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