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Thread: Super Trial

  1. #1
    Join Date
    27th November 2011 - 16:46
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    Super Trial

    Hi guys, I am a local motorcycle racing enthusiast from Auckland, New Zealand.

    I thought you might be interested in having a look at the motorcycle game I have been working on.

    This is a pre-release alpha version 3.0.0.

    http://homewreckersstudio.blogspot.c...per-trial.html

    Here is a game play video:


  2. #2
    Join Date
    15th March 2011 - 16:00
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    SV 650 Race bike, ZZR 250 in pieces
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    Where are the Paddock Girls?

    It also needs guns, lots of guns.
    Rest in peace Tony - you will be missed.

  3. #3
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    27th November 2011 - 16:46
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    LOL the paddock girls will come (eventually). That stuff takes a long time to model and animate.

  4. #4
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    9th November 2005 - 18:45
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    2005 Z750S
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    Probably telling you something you already know; but a small detail like some suspension movement in the view of other bikes, adds a lot of "realism".
    Measure once, cut twice. Practice makes perfect.

  5. #5
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    15th February 2005 - 15:34
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    Katanasaurus Rex
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    Wow, that took me right back to the 80's.

  6. #6
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    22nd December 2010 - 13:22
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    Honda CBR250RR (L)
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    The rider's head movement felt good on initial impressions. Familiar movement.

  7. #7
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    4th May 2006 - 22:17
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    1987 GPX 250
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    What are you using to make the game? *edit* Helps if i click the link i see your using the unity engine. Good stuff!

    I am assuming you are aiming for a fun arcade game rather than a sim.


    Have you seen http://gp-bikes.com/ ?

    Its a nice motorcycle sim with a new version coming soon. You can see some newer videos in the fourms. Could be some more inspiration for you

  8. #8
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    4th May 2006 - 22:17
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    Had a bug where i hit the wall and did a massive stoppie but didnt actually crash. The bike was essentially resting on the riders helmet with no way to move.

    Would be nice to have a deadzone in the middle of the steering as sometimes you can find it hard keeping straight (might just be my riding though ).

    Also collisions with what i guess should be the ghost bike is slightly annoying.

  9. #9
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    27th November 2011 - 16:46
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    Smile

    Hey guys, thanks for the great feedback. What I am doing right now is implementing text chat so people can talk to each other online. After that I will do something to remedy the problem where you get stuck on your head. At the moment the game handles the upright stability of the bike all the time, I am going to change it so it only tries to correct the bike if both wheels are on the ground. That should fix a few issues regarding that.

    I also want to fix the ghost crashing into you and taking you out. I have been testing the game every morning and find that I am apprehensive about passing the ghost because most of the time I am just taken out. I am going to do a sweep before moving the ghost to see if it will hit the player, if it is going to hit the player I just won't move it. That should stop the ghost from crashing into you and it won't matter if it just stops dead because if it's going to hit you it's probably not in a position you can see it anyway. Some testing should prove if I am right, I could also just slow the ghost down until it is clear of the player.

  10. #10
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    4th May 2006 - 22:17
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    Quote Originally Posted by HomewreckersStudio View Post
    Hey guys, thanks for the great feedback. What I am doing right now is implementing text chat so people can talk to each other online. After that I will do something to remedy the problem where you get stuck on your head. At the moment the game handles the upright stability of the bike all the time, I am going to change it so it only tries to correct the bike if both wheels are on the ground. That should fix a few issues regarding that.

    I also want to fix the ghost crashing into you and taking you out. I have been testing the game every morning and find that I am apprehensive about passing the ghost because most of the time I am just taken out. I am going to do a sweep before moving the ghost to see if it will hit the player, if it is going to hit the player I just won't move it. That should stop the ghost from crashing into you and it won't matter if it just stops dead because if it's going to hit you it's probably not in a position you can see it anyway. Some testing should prove if I am right, I could also just slow the ghost down until it is clear of the player.
    Why not just disable the collision detection for player vs ghost?

  11. #11
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    27th November 2011 - 16:46
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    Now that the game is basically where I wanted it to be I find that it is not all that exciting. I have decided to shelve this project and go on with something else. Just wanted to let you guys know.

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