Project : SCR (UPDATED 10.04.2008)

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FuzzYspo0N
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Project : SCR (UPDATED 10.04.2008)

Post by FuzzYspo0N »

Shopping Cart Revenge.

Shopping cart revenge is a crash racer, a destruction racing game where the objective is to crash into each other. With an arena style system for multiplayer, and a great time challenge modes to be added, this could be the way to waste your time.

What started as a mini game has developed quite nicely so i decided to push on and make it a full game. With all the blows and whistles, you can expect a fully playable game sometime soon.

Single Player Modes :
Time attach mode
Damage mode
AI Arena
(tba)

Multiplayer :

As an arena based game in multiplayer, there is a large amount of destruction to be had. Altough there is classic racing, there is definately more desruction then racing going on. Aim at being number one through score, or just race without damage to see who is the best driver.

Technical details :

The texture mapping im attempting is quite high resolution making the maps file size quite large, but the payoff is worth it considering my maps for the game wont be excessively large sized terrain.
The game will feature sponsors and ad placing in game... where i have a few sponsors already :) If you feel inclined, let me know. i also am including a whole bunch of community banners, such as gamedev,irrlicht etc.

Recommended requirements for now :

Pixel shader 2 support
256 MB ram
128 Mb gfx card
Hard drive space (unsure how much yet)
1.8 ghx processor

Playing the game :

The game has a few things that balance it. the winning player always starts at a disadvantage, the bottom feeder starts with the best position. The physics are (atm) newton and ragdolls make the game hilariously funny for when u get hit too hard and tumble out and get ridden over etc :) There are some bonus maps that u can unlock at a later stage (imagine say, a shopping mall full of ragdolls, scoring points for each person u knock down etc)

[SCREENS AND UDATES]

I keep track of the updates in the folder
www.owned.co.za/progress
if you wanna browse what im working on...its by date format (mm,dd,yy_#)

This quote block is where ill keep the files and updates :)

Latest
Image

[ 13 feb 2008 ]

http://www.youtube.com/watch?v=MILzYtNM9cs

[ 14 feb 2008 ]

http://www.youtube.com/watch?v=AeTA-H_Y48o


[21 dec 2007]
A promo :)
Image
http://www.owned.co.za/progress/scr_promo_1.jpg

NEW UPDATES 01-03-2008

the maps are coming along nicely, the texturing takes a while but is quite worth it for the outcome. the bloom i am tweaking as i go along its far from satisfying :)

Image
http://www.owned.co.za/progress/01.03.2008_01.jpg
Image
http://www.owned.co.za/progress/01.03.2008_02.jpg
Image
http://www.owned.co.za/progress/01.03.2008_03.jpg
Image
http://www.owned.co.za/progress/01.03.2008_04.jpg
Image
http://www.owned.co.za/progress/01.03.2008_05.jpg
Image
http://www.owned.co.za/progress/01.03.2008_06.jpg
Image
http://www.owned.co.za/progress/01.03.2008_07.jpg
Image
http://www.owned.co.za/progress/01.03.2008_08.jpg
Image
http://www.owned.co.za/progress/01.03.2008_09.jpg

These shots are in a buggy testmap, the scale of the world is larger then it should be, as you may notice and the physics materials arent adjusted right yet.
BTW, that small map is 60 something MB, so gimme a little more time to scale it down, and ill upload asap :D

Thank you for any feedback or ideas in advance, im open to suggestions and such...Anyone wanting to get involved you may give ideas, i will see what can be involved in.

FuzzYspo0N
Last edited by FuzzYspo0N on Wed Apr 09, 2008 11:07 pm, edited 17 times in total.
Virion
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Post by Virion »

looks good so far.
christianclavet
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Post by christianclavet »

The texturing and shading look nice. Keep up the good work! :wink:
FuzzYspo0N
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Post by FuzzYspo0N »

There is no shading yet :P

It will have by the end of today though, thanks for the feedback.

I said above that the above shots are on low detail, here is one shot of high detail, for those interested.

Image[/quote]
dlangdev
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Post by dlangdev »

ambient and diffuse looks pretty good.

though magnification and minification artifacts could impact overall quality. i'm sure you have a solution for that already.

i would recommend ambient occlusion for active objects.

keep it up, and show us more images.
Image
FuzzYspo0N
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Post by FuzzYspo0N »

So it will look a lot better then this ( ie, no shaders are used atm, where i will be adding ambient occlusion and for fun. bloom. lol)
thanks for reading the whole post there, dlangdev.

seeing as thats what i have already implemented (not shown here) im pretty sure it will be what im aiming for.
xDan
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Post by xDan »

this sounds awesome :) And looks, too. Please finish it!
JP
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Post by JP »

Nice one, should turn out pretty fun i'm sure!

You should check out, if you don't already know it, the Burnout games, they're an awesome racing series where the main idea really is to just smash up your rivals and the deformation and physics are pretty damned cool!
Image Image Image
FuzzYspo0N
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Post by FuzzYspo0N »

thanks jp, ill have a look at them :) ill build detail as i go(mesh deformation etc)
for now its just ragdoll and crash physics... ill add the rest as i go seeing as its a side project
Virion
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Post by Virion »

Just curious, how many poly is the trolley?
FuzzYspo0N
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Post by FuzzYspo0N »

ill check later. i think between 10 and 14 000 :) not sure , but it will have high and low poly models.
JP
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Post by JP »

14000??? Woah! That sounds slightly high for what it is... Have you individually modelled each bit of metal that makes up the 'wireframe' of the trolley or something? (or maybe you haven't modelled it yourself).

I would imagine that it could be modelled in very few polys as you don't need much detail as it's mostly just a box on wheels and you can do the 'wireframe' with a texture that has transparency...

Anyway, the menu looks pretty cool!
Image Image Image
FuzzYspo0N
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Post by FuzzYspo0N »

lol ;) thanks for the comments. ill update this just now with info...
dlangdev
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Post by dlangdev »

let me guess, you're using impostors to save rendering time for far-off objects?

the high-polys only appear when they are near.
Image
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