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One-button car game
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Apr 18, 2010 10:13 pm    Post subject: One-button car game Reply with quote

Official release! - Thanks motorsep and Spirit!
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Old youtube video

Less old youtube video

Latest trailer!

The only button you need to worry about is Space (+attack)!

Space accelerates forward, releasing space makes the car turn in the direction the wheels are lit blue.

Tell me about any problems you might run into, I'd really appreciate it. All ideas are welcome!

Have fun!
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Last edited by Urre on Sun May 23, 2010 11:29 am; edited 2 times in total
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Apr 18, 2010 10:20 pm    Post subject: Reply with quote

In case it's unclear, the timer starts counting when you first press space.

I get around 18.2 seconds. I'd love to see demos of faster runs Smile
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Apr 19, 2010 2:04 am    Post subject: Reply with quote

Cool idea.

It is somewhat interesting, but the main challenge is to learn the controls. It's not really intuitive.

What is bugging me so far is that I have to restart often, because I'll make a "mistake" and the car will tumble on its side or roof. Thus I never see the end of the track (no reward) after like 20 tries. Sure, if I practiced this for 2 hours I would get better - it seems to mainly require a lot of practice, ie time.

It's cool to see how well it works technically though. Kudos for making it!

You shouldn't make the car explode when the player gets stuck, that would only punish them further. Rather reset them (put the car back on its wheels/the road) after 5 seconds or so.

In the middle of the map?

A lake; a parking lot with other cars; a forest; a radio tower; buildings.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Mon Apr 19, 2010 3:52 am    Post subject: Reply with quote

this is worth it for the csqc code snippets alone, and the vehicle physics!

IM BLINDED BY PHYSICS
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Apr 19, 2010 5:32 am    Post subject: Reply with quote

Yeah it has some of my awesomest CSQC in it, even though you don't see it ingame. I just took the current state of Twig and hacked the game in.

I'm really wondering about the controls and speed of the game. It's supposed to be really quick fun, but if it isn't intuitive and instantly fun, it's pointless. It should be fun enough to make restarting alot just fine, you're supposed to feel annoyed but intrigued enough to *want* to start over if you make a mistake anyway, to ensure the best possible run. I actually made it a lot easier than the original plan, but now I'm leaning towards making it harder again, because you're kind of supposed to think it's insane, impossible and stupid, but watching a youtube video of it in action where someone drives it like a regular car game (me) would push you to try harder!

Might not be for everyone Smile

I'm still with you on it not being a gratifying experience enough, which I personally believe explosions and higher speed and whatnot would actually give, it'd be zany and lol-worthy, making it a fun experience even if you never actually finish!
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Apr 19, 2010 9:24 pm    Post subject: Reply with quote

Finished it from the second run! The first one I was almost there!

It looks awesome! It would make a great standalone game. With some nice sounds and some cartoonish graphics... eh... Razz *searching for drool icon"
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue Apr 20, 2010 7:12 am    Post subject: Reply with quote

Thanks! Yeah it'll be standalone, very minimalistic Smile
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon May 10, 2010 12:08 am    Post subject: Reply with quote

Standalone release (removed), will spice it up with a readme at some later point.

Space to drive, F1-F4 toggle effects.

F1 - Night-mode with headlights
F2 - Rain
F3 - Clouds
F4 - Shadows

Tested on my laptop which has some simple Nvidia thing going on, runs fine with all effects except shadows. Shadows still fine on my gaming-rig.

Game starts with all effects off, always, unless you hax the config setup.

All content is GPL.

I'd be interested in hearing if this is worth pursuing more than what's in there right now. Growing kind of tired of it. As I see it it works as a quick fun game, even works at parties to some extent (been tested!)

My record is around 10.2 seconds.
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Last edited by Urre on Sun May 23, 2010 11:30 am; edited 1 time in total
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gnounc



Joined: 06 Apr 2009
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PostPosted: Mon May 10, 2010 7:06 am    Post subject: Reply with quote

Super frustrating.
Which I like.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Mon May 10, 2010 2:32 pm    Post subject: Reply with quote

Magnitudes better, that tire colour change makes it much easier. I managed a round (30 seconds or something) and get much better now.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Mon May 10, 2010 4:01 pm    Post subject: Reply with quote

Not tested yet, will check it out when at home. Does the rain affects the physics/difficulty in any way ?
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue May 11, 2010 5:57 am    Post subject: Reply with quote

Cool, thanks Smile

No the rain doesn't affect anything, I just wanted the effect. It wouldn't be a hard addition at all though.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Sat May 22, 2010 11:01 am    Post subject: Reply with quote

I got some bug with r_shadows 2, posted this in DP IRC as I guess it is an engine issue but anyways here it is:

Quote:
<Spirit> r_shadows 2 for the trees seems to be only rendered in an area smaller than my whole window
<Spirit> http://i.imgur.com/H3TV1.jpg
<Spirit> if a tree appears at the top of the screen, there is no shadow
<Spirit> at some point the shadow gets rendered with a cut-off, see shot
<Spirit> then it is rendered
<Spirit> and then later it gets cut off again


With r_shadows 1 I get very ugly artifacted shadows, but those I get in Quake itself too.

The r_shadows 2 shadows are not rendered in night-mode.

Managed to finish some rounds, ~20s is my record. A timer with 10th of seconds would be great to have onscreen all the time.

Are you looking for some music for the game? I am into free music and could probably recommend something fitting if you say what general genre/style (unless it is Dubstep... Razz ).

PS: <Spirit> also, damn, this game shows how sucky my flatscreen actually is. ghosting trees Smile)
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Spirit



Joined: 20 Nov 2004
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PostPosted: Sat May 22, 2010 12:22 pm    Post subject: Reply with quote

Is there some kind of developer mode with godmode?
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Urre



Joined: 05 Nov 2004
Posts: 1073
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PostPosted: Sat May 22, 2010 2:23 pm    Post subject: Reply with quote

No there is no godmode, the bomb was actually simply added because you'd get stuck on walls constantly. It was a fun thing, so I figured it should be the theme of the game Razz

Thinking about it, I could add a godmode, which makes the bomb explode but not kill you, and the bomb would be able to re-explode after a second again.

The shadows getting cut-off issue you're having only happened to me when I had shadowmapping on, which is why I used stencil shadows in the release. Dunno about them not showing up in night mode, maybe also shadowmapping related? They show up for me, and all other computers I've tried on.

As for music, yes please! When I sent it to the school, I had some ripped music by Deadmau5 which fit great, so anything like that. Or dubstep Smile. Electro, electronic music in general, rules!

motorsep plans to make a release of this on his site, so poke him about the music, perhaps sooner than later, as I've given him the thumbs up for releasing without music, but I think he's trying to find free music himself. I'm sure he'd appreciate help finding it. I'm also on IRC every now and then!

I thought about adding a timer, but never did, maybe I should!
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