Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

America is so indie

Friday, July 4, 2008

Today marks the anniversary of America going independent, and to celebrate, I thought I would show you a bunch of new stuff we have been working on lately. This morning I woke up and realized we had no 4th of July themed hat, so I took care of that


Also, I have been working on a cool pirate ship kart as well:



Finally, a very enthusiastic Zero Gear fan (ok, my wonderful girlfriend) decided to make an entirely physical version of our sock monkey character, complete with a Zero Gear butt-label! Awesome!!!





Have a happy and safe 4th of July everyone!

holy custom-content batman!

Tuesday, July 1, 2008

Beyond all our expectations, the artists on the glorious game-art forum Polycount have started making custom content for Zero Gear before they have even been able to play the game themselves.
Here is a little collage showcasing some of the work they have already started on:


The people are hungry for Zero Gear!!! I had better get back to work. Here is the Zero Gear thread on polycount if you want to see what people are making, or are interested in making something yourself!

custom character crafting

Wednesday, June 25, 2008

Pior Oberson is the first person to make some custom content for Zero Gear! He has modeled a new character and hat for the game which I got into the engine today, check it out!



here is a video of it in action

Zero Gear: Space Bunny custom character by Pior Oberson from marshmonkey on Vimeo.

I wear Eyewear

Monday, June 23, 2008

A few pieces to go into the garage that I did this weekend:




and a Shoe car!

Rock 'em Sock 'em Monkey

Wednesday, June 18, 2008

Just a short note to show you another character I made today, a sock monkey!

Garage part deux

Monday, June 16, 2008

Woohoo! This is our 50th post since we started the Zero Gear development blog! I am just taking a quick moment to post a revised GUI mockup of how we want the garage to function. This will hopefully be another GUI programmed in flash, and will feature floating elements that can be positioned by the user. Hopefully you will be tooling around in this garage soon!

A Mini Map With Maximum Enjoyment

Friday, June 13, 2008

After getting Hikari working, we wanted to test it.

We wanted to create something we could use in game. Something that would be difficult or time consuming to create manually. We also wanted to see how well it held up. What better test than a Mini Map?

First, here is the Mini Map in action:


It was created by Dave's brother Ian and supports rotating, zooming, and any number of icons on the map. It was written in ActionScript 3 and is a Flash element that is being rendering in our game using Hikari.

It performs quite well. There is barely a FPS drop and it is pretty smooth.

You can see the full source here and the data file here.

Here is a quick summery of what I needed to do to get it working in game.

I call the ActionScript
loadMap(imageUrl:String, mapWidth:Number, mapHeight:Number):void
function from Lua, passing in the name of the mini map image, the width of the map in game units (1 unit is a meter), and the height (or depth in 3D).

I can then call the ActionScript
setPlayerPosition(x:Number, y:Number, rot:Number, zoom:Number):void
function, passing in the x position, y position (or z in 3D), the degrees rotated around the y axis, and a zoom amount (based on speed of the player).

There is a similar function for setting data related to other players called setObjectPosition().

From there Ian takes care of the rest and that means I have time to watch an episode of Dexter instead of writing a Mini Map in C++. Yay!

race GUI mock-up

Thursday, June 12, 2008

As we are starting to build pieces of the GUI for the much anticipated race mode for our game, I spent some time mocking up a general outline of what it might look like. What do you think? We will use this as a guide to build the real pieces. Click to see the bigger picture.

more screenshots added to media page

Wednesday, June 11, 2008



I have added 6 more screenshots to the Zero Gear media page. Go check them out!

Screeeeech! Tink! Boooom!

Tuesday, June 10, 2008

As you may have noticed in our last video, we have finally gotten some sound effects for Zero Gear. This is all due to our partnership with Kaamos Sound, which is run by Tapio Liukkonen, a friendly and frosty fellow who lives down the street from Santa Claus in North Finland near the arctic circle.


Tapio found our game online and was very excited to help, we are excited to be working with him because he is very passionate about his work. Here is a sound sample of some of the work he has done for Zero Gear:





Tapio braves bears, junkyards and go-kart dealerships on a regular basis to find and record the source material he needs to transform into crisp, clear sounds. Here is a picture of him with his giant fuzzy microphone.



You can look forward to some of Tapio's great sounds in Zero Gear!

New Video! Fallout gameplay mode and 3 Items!

Monday, June 9, 2008

Thanks for patiently waiting, (well most of you) we have reached another milestone in the development of the game. This video was from an online playtest we held to test out a fresh gameplay mode called "Fallout" (where the object is not to fall out of the level) along with our very first implementations of 3 different items. There are also a few new characters thrown in and some other things we have added along the way. You might also notice another new thing for Zero Gear, sounds! We have been working with a mysterious character from the icy north to provide Zero Gear with sounds. We will reveal all about him in another post soon! Enjoy the video!


Click to play video

I like turtles

Wednesday, June 4, 2008

see!

everybody <3's pandas!

Thursday, May 29, 2008

At least that is what I gathered becuase when people would suggest characters for the game, a panda was always one of the first blurted out. So I made a panda character! Here it is!

icon a go go

Tuesday, May 27, 2008

Today I was working on a design for an icon for the game executable, this is much larger version of the design but I think it scales down pretty well

First big internet test a grand ole party!

Friday, May 23, 2008

We had our first big (8 people) internet test last night. There were a few issues that we were able to fix while the test was going on thanks to a Subversion build deployment system. The biggest issue was the lack of bandwidth on our home internet connections which caused lag.

So we are shopping for a service to host game servers for future tests. Amazon EC2 seems perfect for us. Does anyone have any other suggestions? (We need full access to the server to configure the game server and other services). If you do, post a comment please!

And now for something completely different...



This little guy wants you to join our Steam Zero Gear group.

P.S. If you like music I recommend Grand Ole Party!

space ride peek!

Wednesday, May 14, 2008

Inspired by the space stage we have been working on, I decided to whip up an appropriate themed kart. Click for big!

zero gear . . . in spaaaaaaace!

Friday, May 9, 2008

real quick post, we just got our new level up and running for the next game mode we are building for the next video. Wanted to post a screenshot. Click for big.

items teaser

Friday, May 2, 2008

we've been working on 3 items lately for our next video, along with a new gameplay mode. Here is a little teaser for the items:

particles! particles! particles!

Tuesday, April 29, 2008

As some of you might have noticed in our last video, we have started putting particles in our game. For the non-developers out there, particles are how we create effects such as explosions, weather, dust or any situation where we need to animate some kind of graphical effect using many graphics moving together in a certain way. We are using an excellent particle library called Particle Universe which allows you to create these effects in a script type format. Here are a couple of effects I have been working on lately using this system.



Here is a snippet of the script of the bottom explosion effect, detailing how the system should animate the fireball part of the explosion:


// --------------- fireball ---------------
technique
{
use_alias $defaultBillboardRenderer
material fireball
default_particle_width 25
default_particle_height 25
visual_particle_quota 500
emitter Point
{
emission_rate 1
force_emission true
velocity 0
time_to_live 1
}

// expand quickly then slow
affector Scale
{
xyz_scale dyn_curved_linear
{
control_point 0 1
control_point 0.1 4500
control_point 0.3 500
}
}
// change color over time
affector Colour
{
colour_aff_time_colour 0 1 1 1
colour_aff_time_colour 0.1 1 1 1
colour_aff_time_colour 0.3 .8 .6 .6
colour_aff_time_colour 0.45 .2 .2 .2
colour_aff_time_colour 0.65 0 0 0
}
}

New Video! Basic Gameplay tag-test

Tuesday, April 22, 2008



In this video we are using a “Tag” type game mode as an intitial test of our gameplay scripting system. Using the experience from this we will design bigger and more exciting gameplay!

In this mode, players compete for the longest amount of time being "IT". The longer you are "IT" the more points you rack up. There is also a 3 second immunity after you have become "IT". For this level, we also made points accumulate faster the closer you are to the middle, to encourage people to duke it out in the middle ring.

The test was a lot of fun, and gave us a lot of ideas and feedback for how we are going to implement more gameplay features in the near future!