View Full Version : Kart racing game
marshmonkey
11-12-2007, 03:20 PM
Zero Gear is physically-fueled, online multiplayer kart combat PC madness that me and 2 other guys have been developing for the past 2 years and change.
http://nimblebit.com/zerologo.png
Trailer: http://www.youtube.com/watch?v=QuLHEuLMlbM&fmt=22
official game website:
http://myzerogear.com
we have been keeping a development blog for almost the entire time that has a lot of the details behind the project. You can check it out here: http://nimblebit.com
Steam Official Game Group
http://steamcommunity.com/games/zerogear
screenshots:
http://myzerogear.com/media.htm
We have set up a Wiki for all editing informational purposes:
http://myzerogear.com/wiki
The Model SDK can be found here:
http://myzerogear.com/wiki/index.php5?title=Zero_Gear_Model_SDK
Zero Gear is available for pre-order (http://store.steampowered.com/app/18820/)! Players who pre-order will get 25% off the price of the game, as well as immediate access to the beta version! Visit the Zero Gear product page for pricing information. Zero Gear is slated for release on January 12th, 2010. Stay tuned for more release information in the weeks ahead, including a 4 package deal!
http://www.nimblebit.com/wp-content/uploads/2009/12/zgpreorder.png (http://store.steampowered.com/app/18820/)
Joao Sapiro
11-12-2007, 03:39 PM
that would look awesome with tf2 specs and engine.
pliang
11-12-2007, 03:40 PM
Looks good...now work on the tire treads and headlights.
JKMakowka
11-12-2007, 04:02 PM
[ QUOTE ]
that would look awesome with tf2 specs and engine.
[/ QUOTE ]
Yeah definitly needs a nice rimlight shader in game (pretty much like you rendered the models).
Nice work!
marshmonkey
11-12-2007, 04:10 PM
I have already experimented with a rim lighting shader in our engine, I knew that I wanted that kind of look the moment I saw the mario galaxy and TF2 screenshots. I am not a large fan of the traditional "cartoon" shading with a big black outline.
moose
11-12-2007, 04:12 PM
cool! i love the cars /images/graemlins/smile.gif
the roads could spare some extra polygons if they're available - the only thing that detracted from the sleek smooth visual was the lines on the road tessellating in the hard turns.
the western themed track is rad!
cool look to it though /images/graemlins/smile.gif
marshmonkey
11-12-2007, 04:18 PM
I agree, I hope to be able to add more tessellation on the road sections, for collision purposes as well as visually.
One area in particular I feel is my weakest point in the character faces, I have no background in characters, and I'm not happy yet with the direction as a whole of the mouth/eye textures. I want it to be unique and simple but not cliche anime or too simple and look like a lego character. The plan is to have a bunch of different options to swap between but they all need to share a certain style of course. If anyone can point to any other references for Ideas and stuff it would be appreciated.
commander_keen
11-12-2007, 05:30 PM
The carts and characters look awesome but the environments lack good rendering. Get some real shaders in the engine.
moose
11-12-2007, 05:39 PM
Yeah, you could probably work on the eyes a bit, they seem a little long and close together. They're pretty "cute" but i think could have a little love spent there to make them a bit more round ish. You could still change their race up by altering the eyelid, but they feel very oval.
I love the mouth expressions, but they eyes could use a little work.
Best reference i could suggest would be South Park, but anything from Disney/Pixar may work :P
marshmonkey
11-12-2007, 05:55 PM
I wanted to keep the rendering in the game as inexpensive as possible to make the game lightweight and playable on very low-spec machines. (I never mentioned it but the target platform is PC/Mac) So at least for now, the environments are vertex lit without any shaders, for the fastest drawing speed possible. Performance permitting, it would not be much trouble to add some simple effects like specularity on some surfaces that really scream for it. For now I am going to focus on effects like shaders on things like the karts that people are going to pay the most attention to.
There are many parts like the ice and the metal pipes and bridge that I will probably experiment with adding some effects on to gauge the expense. I would like to serve the lowest common denominator as much as possible, especially in regards to making people choose different gfx settings and such.
WipEout
11-12-2007, 08:58 PM
check out Kid Robot (http://www.kidrobot.com) for some awesome kinda-cutesy/kinda-not characters-- right now your characters remind me of Duplo toys, but wit the right textures they could easily resemble cool big kid figures! /images/graemlins/wink.gif
Slainean
11-12-2007, 10:08 PM
I love the style of the karts - excellent work. How many polygons are you working with on those? I agree that the characters are the weak point, especially compared to the karts themselves. I'll second the South Park suggestion, but moreso the style of the celebrity characters, which are more detailed than the main cast.
A couple more small suggestions:
- Make the hands chunkier. I think bigger hands would balance out their oversized heads and make them more visually appealing.
- Compared to the karts, the colors of the character's faces and accessories are a bit washed out. I think some more color would help keep them eye catching. For the same reasons, it might be better to avoid using the same color for the racer's jumpsuit and the car itself.
- Have you considered kart decals at all?
hawken
11-12-2007, 11:58 PM
these environments are great!
Nice touch with the music /images/graemlins/wink.gif
I've not got much to say, only that I think it's a winner project and I'm jealous because it appears to be a lot of fun to make!!
The characters are too static, and bare in mind you mostly be looking at them from behind so thats where to focus the detail / identifying marks
marshmonkey
11-13-2007, 11:08 AM
I think I'm just gonna re-do the base character model, I agree for sure about the bigger hands, they will look much bigger than the little nub hands on there now and then they could also sport some kick-ass driving gloves. I like the kid robot style hands. I have considered decals yea, kind of like how mario kart DS has a poly somewhere on every kart where they can display a custom logo or such. Customization is main goal for sure, the plan is to hook up a shader on the kart and character textures so that you can use a slider to change the hue of your kart/character.
I don't know the poly counts of the karts offhand, but they are conservative compared to next-gen standards. I can make some wire shots later if anyone is interested.
Oh, and I got to play super mario galaxy last night . . . . gave me a lot of inspiration for sure! I'm going to see how a rim lighting shader looks on the entire environment as well as the karts and characters. It gives the entire scene a nice consistent glowy/dusty style in galaxy.
WIN!!
Any chance we can get a wallpaper size screenshot of all the drivers/cars??
zOffTy
11-13-2007, 03:21 PM
Nice work!
But it seems to me that you have inversed the direction of tires grooves? (I think that's the word /images/graemlins/smirk.gif)
example (http://www.auto-evasion.com/forumsf/files/cedtechnoboy_1075656554_jantes_143.jpg)
marshmonkey
11-13-2007, 03:26 PM
I can alway tell who the real race fans are because they mention my wheel treads /images/graemlins/tongue.gif
zOffTy
11-13-2007, 04:02 PM
héhé.. /images/graemlins/grin.gif
marshmonkey
11-15-2007, 01:03 AM
so after playing super mario galaxy I wanted to try adding rim lighting to an entire environment and see how it looks. This was probably the wrong level to try it on since it's already so bright, but here it is anyway. I'm trying this vimeo site to host videos, not too sure about the quality:
http://www.vimeo.com/387045
so far my impression is that the rim lighting works especially well in super mario becuase of how rounded all the environment elements are.
Joao Sapiro
11-15-2007, 01:46 AM
i would definately buy this game if it was for the wii /images/graemlins/smile.gif
marshmonkey
11-15-2007, 02:18 AM
I can think of a pretty big competitor on that platform /images/graemlins/smile.gif
I never could really get into the wiimote as a racing wheel to be honest. I hope mario kart for the wii has the option to steer with the joystick / dpad. The lack of resistance of holding a steering wheel floating in midair is disconcerting to me.
CheeseOnToast
11-15-2007, 04:24 AM
About the eyes : try a really small pupil/iris rather than a great big one. Showing a lot of white in the eyes of toony characters generally looks better than a slightly creepy giant iris /images/graemlins/laugh.gif
marshmonkey
11-15-2007, 09:16 AM
[ QUOTE ]
About the eyes : try a really small pupil/iris rather than a great big one. Showing a lot of white in the eyes of toony characters generally looks better than a slightly creepy giant iris /images/graemlins/laugh.gif
[/ QUOTE ]
ahhhh! thanks! Thats an awesome crit.
marshmonkey
11-18-2007, 01:33 PM
been experimenting with rimlighting a lot after playing super mario galaxy: a video of it on one of my tracks:
http://nimblebit.blogspot.com/2007/11/rimlighting-test-2.html
and a little gif showing the difference
http://nimblebit.com/rim.gif
vertexguy
11-18-2007, 05:11 PM
I'd suggest putting a few edge highlights in the texture mapping, but not with the scene lights over every object. The gif example just washes out most of the detail in the scene. It's also making things appear flat (like the water tower and cacti). It's also strange because the light source isn't really indicated anywhere in the scene and there's an absense of shadows. You'd need the sun setting directly behind the mountains to explain the edge highlights. The style of your racers look like everything should be more 3d in their world than flat to me. Try using more saturated color on highlights for objects rather than white and see what you think.
marshmonkey
11-18-2007, 05:58 PM
I have heard the same opinion from other 3d artists too. The way I was hoping to use the highlights is not as an accurate effect of the lighting in the scene, but as an over all stylistic effect, similar to the black outlines of a cel shaded game, etc. I actually really like the way it's working on the objects like the cactuses, it almost looks like a white outline and it gives things a really different look. I'm hoping to figure out something which gives the entire scene and the characters a stylized look that gives it a unique personality. The parts where I don't really like the way it's working right now are on the large flat surfaces, where I agree that it just washes out the entire polygon. Perhaps there is a way to weight it so it stays mostly as an outline effect like on the cactuses.
as a reference, since this game was what got me curious about it initially:
http://nimblebit.com/mariogalaxy1.jpg
http://nimblebit.com/mariogalaxy2.jpg
the way mario galaxy implemented it is not accurate, the shading is based on the camera angle and not the actual light positions in the scene. You can see in these scenes that the light sources are pretty much opposite what would give off that rim lighting realistically. I think it lends the whole game a kind of shimmery, different and neat style though.
I will continue to play with the falloff amount of the rimlighting too, since that can have a dramatic effect on the thickness and amount of highlighting. What I have in the scene is probably a larger gradient than mario galaxy used.
vertexguy
11-18-2007, 06:17 PM
In that case I'd suggest looking at a modified cell shader to get closer to this effect.
marshmonkey
11-18-2007, 06:19 PM
yea, a very good suggestion - or possibly even some combination of the two.
CheeseOnToast
11-18-2007, 07:54 PM
You could limit the rimlight to normals which are pointing upward, within a tolerance. That's the way it is in TF2 anyway.
Jesse Moody
11-18-2007, 08:02 PM
Damn I love the cars and style of this. I could see this on xbox live arcade for sure. That would be fun to play online.
Man keep it up.
marshmonkey
11-18-2007, 08:46 PM
[ QUOTE ]
You could limit the rimlight to normals which are pointing upward, within a tolerance. That's the way it is in TF2 anyway.
[/ QUOTE ] Ah, yea? Thats a good little tidbit to know. Was that in the paper they released a while back?
JKMakowka
11-19-2007, 06:25 AM
http://ati.amd.com/developer/gdc/D3DTutorial_Skin_Rendering.pdf
This presentation from ATI contains some HLSL shader code for rim lights (I think... still new to that shader stuff).
marshmonkey
11-19-2007, 01:47 PM
everyone is telling me that the rim lighting is too strong so I will probably tone it down in the future /images/graemlins/smile.gif It's so hard to restrain yourself when you start playing with a new effect! (see: bloom, bumpmapping)
moose
11-19-2007, 04:09 PM
if you could have the rim lighting be more adative, or still show texture detail i think it may tone it down enough to keep a similar look to what you're looking at currently, and what may feel more polished. Addative may not be the proper word or idea, but having some sort of rim mask for the effect may go a long way.
using the rocks in the background as an example, where it gets darker the rim could be shorter/less aparent. You can see the effects of the mask on Bowser's arms and legs - he has a rim shader on him, but the scales are masked out, and its more addative to brighten the edges as opposed to purely whitening them out.
marshmonkey
11-19-2007, 07:12 PM
made a new little guy
http://nimblebit.com/littleguy.png
Kovac
11-19-2007, 09:41 PM
Agreed with Moose on intensity varieties on certain pieces that look especially washed out.
If you were to have rim lighting, I'd imagine it'd be best to have it based on distance from the camera/player anywho, as it'd most definitely help with performance and prevent those distant objects from looking so washed out. Since it's a real time shader anyways, a gradual progression of generating objects coming closer would help a lot to fight that wash out.
In addition, I didn't see what engine you were using but flagging specific meshes/textures with having rim lighting would help sort out things like the houses and giant rocks as they probably wouldn't work well with it either way.
Very neat little guys so far, and the western env looks very cool! The cacti in the background look awesome with the rim lighting applied.
marshmonkey
11-20-2007, 12:32 AM
thanks kovac, I hadn't even considered using distance as a factor. We are using ogre, which has a far from idea shader system, the most control I would have at the moment is altering the intensity and falloff amount per scene material. For instance in that movie, the intensity if far greater on the cactus than on the ground material. I think I could get it satisfactory if I spent a decent amount of time adjusting everything, my programmer and I will sort out how to handle it eventually. Right now we are in more of a pre-production mode trying to figure what we need to achieve the look and feel we want.
By the way, I thank everybody for their feedback, I have gotten the most constructive crits from here on polycount.
moose
11-20-2007, 12:48 PM
haha! that face is a huge improvement! it kinda feels like he's cracked out though, with the huge iris/pupils. badass lookin though /images/graemlins/smile.gif
marshmonkey
11-20-2007, 05:46 PM
haha, I know what you mean. I will have to do some eye variations.
marshmonkey
11-26-2007, 06:11 PM
http://nimblebit.com/colors.png
Customization is very near and dear to both Brian and my own heart, so it's no surprise that a high level of customization is a big goal of ours in ZeroGear. While Brian has been working on our physics and camera system, I had some time to play with Ogre's material system. After a little bit of poking around I developed a system to let us have user-customizable color on most anything we wish. After implementing it on most of our existing assets I spent a while time trying out different color combinations. Here are a compilation of some straight out of the Ogre model viewer.
I start out by making sure that all the areas that are going to be re-colored in the material system are desaturated. Things that are not going to change color (such as the tail lights or mud splatters in this example) remain full color.
http://nimblebit.com/kart003_lum.png
Then I make a solid white color mask of the parts of the texture I am going to be filling with an RGB value. Then in the material file I tell the engine to fill the mask color with the desired color and then combine it with the black and white base texture.
http://nimblebit.com/kart003_colormask.png
We will hook up a color picker widget in the game gui to supply the material with whatever color the user wishes to use for his kart or character or other accessories.
marshmonkey
11-28-2007, 01:42 PM
http://nimblebit.com/57wire.png
unwrapping next :/
hawken
11-29-2007, 04:30 AM
the only kind of flaw I can see is that your drivers have no tactical variations. In mariokart and other good racers, the drivers have different skillsets that make them appealing to drive. Like big and heavy but high top speed & small and light with fast acceleration.
you might want to keep this in mind
Spark
11-29-2007, 07:49 AM
Hey Marshmonkey, did you teach at the Guildhall in Dallas, TX? Just was wondering if it was the same David Marsh that I had met before. Great stuff nonetheless and looking forward to seeing more.
Spark
marshmonkey
11-29-2007, 02:48 PM
Nope, that must be a different David Marsh.
Kart statistics are a big part of the strategy of any racing game. We aren't to the stage of implementing any specific system yet but we have a few ideas of how we would like to handle everyone tuning their stats to their individual driving strategy.
marshmonkey
11-29-2007, 06:59 PM
finished texturing
http://nimblebit.com/kart005a.png
http://nimblebit.com/kart005b.png
http://nimblebit.com/kart005_lum.png
Pedro Amorim
11-29-2007, 08:39 PM
ahah
oh man. this is awesome! pretty sweet dude!
keep it up!
marshmonkey
11-30-2007, 12:55 PM
http://nimblebit.com/rodcolors.png
I added another color mask for the flames, and kept playing with different colors, gotta start doing some more real work now!
animatr
11-30-2007, 02:53 PM
this game will be rad man! good work!
marshmonkey
12-03-2007, 03:43 PM
http://nimblebit.com/buggywire.png
finished modeling a buggy type kart, unwrapping and texture next . . .
flaagan
12-03-2007, 04:09 PM
Hot rod flames.... this thread just got my attention. /images/graemlins/shocked.gif
ElysiumGX
12-04-2007, 09:29 AM
Amazing work. Great style and lighting. I enjoy the visuals. This would be a fun game...and I want to play it!!!
Joao Sapiro
12-04-2007, 09:40 AM
wouldbe awesome if the cars could have a black outline in game /images/graemlins/smile.gif
Sectaurs
12-04-2007, 09:41 AM
cars are looking awesome.
not too keen on the drivers, though.
also think the cars should be smaller in relation to the drivers.
notman
12-04-2007, 09:49 AM
The Karts are damn cool. The drivers would be cooler if it looked like they were wearing helmets, rather than looking like they walked out of South Park /images/graemlins/wink.gif
marshmonkey
12-04-2007, 11:23 AM
they will almost never be blank like that actually, I'll have to make a render with the default helmet and goggle on.
I think it would actually be kind of neat to try doing white outlines instead of the traditional black ones.
*edit* here is a pic of that character with the helmet and goggles:
http://nimblebit.com/charshow.png
Thanks for all the feedback. I hear a lot about the characters especially.
notman
12-04-2007, 12:04 PM
Personally, I don't mind the characters overall. I think they fit with the theme. I want to see the helmets now /images/graemlins/wink.gif
flaagan
12-04-2007, 02:28 PM
That buggy needs some hockey sticks / racing stripes. /images/graemlins/smile.gif
marshmonkey
12-04-2007, 02:39 PM
lol, hockey sticks?
flaagan
12-04-2007, 03:29 PM
Hockey sticks: 1 (http://www.jimsautoparts.com/P4510274.jpg) 2 (http://www.challengergary.com/images/340_hockey_stick_pic.jpg)
Billboards: 1 (http://www.mopartsracing.com/parts/ram/stripe2.jpg) 2 (http://www.moparstyle.net/photoalbum/data/526/hemicuda2.jpg)
notman
12-04-2007, 03:43 PM
You Chrysler guys and your fancy terms... :P
marshmonkey
12-04-2007, 03:54 PM
sweet, some new terminology added to my lexicon /images/graemlins/smile.gif
marshmonkey
12-04-2007, 05:54 PM
http://nimblebit.com/kart006a.pnghttp://nimblebit.com/kart006b.png
http://nimblebit.com/kart006show.png
marshmonkey
01-25-2008, 01:15 AM
been quite a few updates since I last posted and I have kind of neglected this thread. Here are a few more videos from our blog (http://nimblebit.blogspot.com)
showing our customization interface:
http://www.vimeo.com/448510
and showing another track and a little bit of driving (still very basic):
http://www.vimeo.com/634940
Nice man this game looks sweet. I'm working on an independent game myself at the moment. It's alot of work. I see you have put your share of hours in this one, because it looks amazing. Keep it up buddy. Polycount ftw!
marshmonkey
01-25-2008, 01:37 AM
A lot of unpaid hours and many more than that to go /images/graemlins/tongue.gif
I hear ya man. I'm in the same boat. /images/graemlins/smile.gif
It'd be cool if you checked out my game [wip]
and let me know what you think. Link -> http://boards.polycount.net/showflat.php?Cat=0&Number=258602&an=0&page=0#Post2 58602
pliang
01-25-2008, 01:58 AM
Colors look great...no seats?
It's looking great! I hope you'll add some dust / smoke from the kart, and maybe some tires mark on the asphalt when cornering. Amazing job!
marshmonkey
01-25-2008, 10:30 AM
yea, there is a lot more polish to be done in terms of shadows and particles on the kart, etc.
There are seats in the stands, they are just a texture though to save on polies. I would like to have people and crowds sticking out of them and cheering but I haven't decided on the best way to do that yet. I was considering just having long strips poking out of the seats with a transparent animated texture on them.
notman
01-25-2008, 02:22 PM
I would recommend turning the vehicle a little more in the preview screen, so you can see the wheels/tires on the vehicle better. Otherwise this game is looking damn cool
SHEPEIRO
01-25-2008, 04:06 PM
i hope this has gameplay to match the hot visuals, you coders have a lot to live up to =)
marshmonkey
01-26-2008, 12:38 PM
[ QUOTE ]
I would recommend turning the vehicle a little more in the preview screen, so you can see the wheels/tires on the vehicle better. Otherwise this game is looking damn cool
[/ QUOTE ]
Yea, I would like to have a whole "garage" area where your kart is up on a lift or platform and can be rotated around like is common in a lot of racing games.
SHEPEIRO
01-26-2008, 04:43 PM
hey have you cheked out Little big planets rim lighting on its environents very nice
marshmonkey
01-26-2008, 05:39 PM
yea, I have done some tests with rim lighting in maya, I would really like to get a rim lighting shader working in game, thats on the to do list for sure.
marshmonkey
02-08-2008, 12:59 PM
So on the topic of rim lighting, I just made a post on our blog about a solution for rim lighting I implemented using cubic environment mapping. Check it out:
http://nimblebit.blogspot.com/2008/02/rim-lighting-extravabonanzathon.html
http://www.devbump.com/nimblebit.com/rim_west_720.jpg
http://www.devbump.com/nimblebit.com/rim_champ_720.jpg
http://www.devbump.com/nimblebit.com/rim_chill_720.jpg
cholden
02-08-2008, 01:10 PM
I enjoy viewing this thread, and have nothing meaningful to add.
Ryan Smith
02-08-2008, 01:55 PM
Wow man, i dont have any crits really, i just watched your video, and as being an enviornment guy, i absolutely LOVED your speghetti west stage... although there was one part, where the edge of the track and the background texture had nothing inbetween it, and it kind of looked empty, maybe some more decorations there or something, unless it was supposed to be a cliff or something
anyways, great job man! super inspirational!
marshmonkey
02-08-2008, 01:58 PM
[ QUOTE ]
Wow man, i dont have any crits really, i just watched your video, and as being an enviornment guy, i absolutely LOVED your speghetti west stage... although there was one part, where the edge of the track and the background texture had nothing inbetween it, and it kind of looked empty, maybe some more decorations there or something, unless it was supposed to be a cliff or something
anyways, great job man! super inspirational!
[/ QUOTE ]
I know exactly where you mean, it at least has some rocks and cliffs in the distance now. Pretty much 100% of everything we show is in a constant state of evolution, especially with all the feedback we get from showing it. Thanks for the kind words! We can use every bit of motivation we can get!
Looks awesome. Is the look achieved in texture or a shader? (hoping those are the right terms and I don't look like an idiot).
marshmonkey
02-08-2008, 02:45 PM
it's done using Ogre3d's built in fixed function texture effects, so it is just using basic Direct3d or OpenGL calls, there is nothing being done with shaders.
marshmonkey
02-18-2008, 02:28 PM
started on a new character, the old one wasn't really growing on me. hopefully this guy will have more character. Gotta unwrap and texture it next.
http://www.devbump.com/nimblebit.com/newchar.png
SHEPEIRO
02-18-2008, 02:32 PM
[ QUOTE ]
I enjoy viewing this thread, and have nothing meaningful to add.
[/ QUOTE ]
me too =) except gush
marshmonkey
02-19-2008, 11:19 AM
got the body squared away - the white and the blue parts will be customizeable in terms of color. On to the head!
http://www.devbump.com/nimblebit.com/newchar2.png
marshmonkey
02-19-2008, 04:51 PM
worked on the face today
http://www.devbump.com/nimblebit.com/newchar3.png
http://www.devbump.com/nimblebit.com/rider001.pnghttp://www.devbump.com/nimblebit.com/rider001_2.png
Sweet character. What is the top half of the head UV for?
marshmonkey
02-19-2008, 05:46 PM
the top and bottom of the head.
marshmonkey
02-22-2008, 08:26 PM
made an extensive blog update about the character http://nimblebit.blogspot.com/2008/02/re-vamped-character-model-and.html
mostly just explaining the process that went into creating and animating it.
I also made a fun render of it posed in a little scene, I made it really high resolution so maybe I will find a place online to print me out a couple for fun.
http://www.devbump.com/nimblebit.com/ZGposter_thumb.jpg
small rez (http://www.devbump.com/nimblebit.com/ZGposter_small.png)
medium rez (http://www.devbump.com/nimblebit.com/ZGposter_med.png)
large rez (http://www.devbump.com/nimblebit.com/ZGposter_large.png)
[ QUOTE ]
the top and bottom of the head.
[/ QUOTE ]
Haha. Durr.
Eclipse
02-23-2008, 11:02 AM
Awesome stuff as usual, this game is going to look soooo good. I love checking this thread /images/graemlins/laugh.gif.
marshmonkey
03-02-2008, 05:08 PM
starting on a new character:
http://www.devbump.com/nimblebit.com/robo.png
hehe, cool a robot! I love the style of everything youre doing here, so much fun /images/graemlins/laugh.gif. The fresnel seems a bit heavy in some of the pics but that could be personal preference.
Lee3dee
03-03-2008, 09:44 AM
marshmonkey this looks sooooo good /images/graemlins/laugh.gif
marshmonkey
03-03-2008, 10:23 AM
[ QUOTE ]
hehe, cool a robot! I love the style of everything youre doing here, so much fun /images/graemlins/laugh.gif. The fresnel seems a bit heavy in some of the pics but that could be personal preference.
[/ QUOTE ]
yea, I'm sure as time goes on I will look at the rim lighting again and decide to tone it down. That seems to happen with all new graphical toys I get to play with ( bloom, normal maps, etc )
marshmonkey
03-03-2008, 01:13 PM
unwrapped and AO bake base
texture painting time
http://www.devbump.com/nimblebit.com/robo2.png
http://www.devbump.com/nimblebit.com/robo3.pnghttp://www.devbump.com/nimblebit.com/robo4.png
ElysiumGX
03-03-2008, 02:59 PM
Glad to see updates to this thread. I had it favorited anyway. This is cool looking project, and the new characters are perfect.
marshmonkey
03-03-2008, 10:00 PM
basic texture, still deciding how I want to divide up the coloring customization areas. On to rigging!
http://www.devbump.com/nimblebit.com/robo5.png
marshmonkey
03-04-2008, 04:04 PM
set up the color layer stuff this morning and got him all set up in-engine
http://www.devbump.com/nimblebit.com/robo6.png
haha, that one looks like Iron Man. awesome.
Eclipse
03-04-2008, 06:19 PM
Very cool stuff, I think they eyes could be a bit further apart, but looks great.
vertexguy
03-06-2008, 12:00 PM
Cool looking robot. My favorite is the red and yellow version. The rim light and glows are a nice touch. Hopefully it looks that good in engine!
marshmonkey
03-07-2008, 12:05 PM
ok, I was up late last night making a new character poster
Robo Viking will pillage his way into your heart <3
http://www.devbump.com/nimblebit.com/ZGposter2_thumb.png
small rez (http://www.devbump.com/nimblebit.com/ZGposter2_small.png)
medium rez (http://www.devbump.com/nimblebit.com/ZGposter2_med.png)
large rez (http://www.devbump.com/nimblebit.com/ZGposter2_large.png)
Mtg_kirin
03-07-2008, 12:25 PM
ur awesome and so are ur models
Armanguy
03-07-2008, 03:45 PM
love it your blog is awesome
marshmonkey
03-09-2008, 07:27 PM
we had our lan party playtest last night, it went really well!
Brian has been working a ton of hours getting the networking portion of our game far along enough to have our first Zero Gear play test, which we hosted at a LAN party this weekend. It seemed to be a great success and everyone seemed to have a great time driving around their characters even if we didn't have any real race rules in place yet. I was able to grab a lot of footage and I pieced together a little video, click the image below:
http://www.devbump.com/nimblebit.com/vidthumb.jpg (http://www.vimeo.com/769438)
Here are a few action photos of the Zero Gear party in progress, it was great to see people having fun!
http://www.devbump.com/nimblebit.com/lan1.jpg
http://www.devbump.com/nimblebit.com/lan2.jpg
http://www.devbump.com/nimblebit.com/lan3.jpg
Armanguy
03-09-2008, 07:37 PM
Very awesome stuff man looks like a ton of fun.
dont know if this has been asked but what engine are you using?
marshmonkey
03-09-2008, 08:10 PM
Ogre3d for rendering: http://www.ogre3d.org/
Bullet for physics: http://www.bulletphysics.com/Bullet/
along with many other libraries which I can't remember off the top of my head
ElysiumGX
03-10-2008, 05:46 AM
With crashing and stunts, this game looks so fun to play.
thats looking incredibely fun to play! Any chance to have an online server up?
Emil Mujanovic
03-10-2008, 09:11 PM
That was a cool little video!
-caseyjones
marshmonkey
03-10-2008, 10:02 PM
[ QUOTE ]
thats looking incredibely fun to play! Any chance to have an online server up?
[/ QUOTE ]
we aren't quite at that stage yet, maybe in a few months!
btw, I am a great admirer of your work - I have spent lots of time exploring your portfolio in the past, crystal stuff!
notman
03-11-2008, 06:00 AM
Looks like fun... You in any of those images?
kevlar jens
03-11-2008, 08:25 AM
Adorable... in a positive way.
marshmonkey
03-11-2008, 10:01 AM
[ QUOTE ]
Looks like fun... You in any of those images?
[/ QUOTE ]
nope, I am the one taking them. My parter Brian who is the programmer is in the background of the last shot though.
CheeseOnToast
03-12-2008, 06:36 AM
Looking great. Looks like you've really got a handle on doing cute stuff now. That robot has officially been claimed as my character when I get to play this.
marshmonkey
03-12-2008, 10:40 AM
I'm not sure if you want to commit so soon . . . I have inspired by a suggestion on a different forum that I try to do a lobster. I can see his cute little claws grasping the wheel already.
Thegodzero
03-12-2008, 11:23 AM
Well if your going to make a lobster you should make a panda as well. With the panda you get all types of bears. Mainly i think it would be great to see a panda driving with a viking hat and a monocle.
Armanguy
03-12-2008, 12:49 PM
panda and lobster sound awesome
MightyPea
03-12-2008, 01:28 PM
tgz: A monocle? You wouldn't happen to be a secret poster at Tigsource, would you?
vertexguy
03-12-2008, 03:29 PM
Looks great man. You should look into porting this to Xbox live arcade.
marshmonkey
03-15-2008, 01:25 PM
put together some screenshots:
http://nimblebit.com/screenshot001sml.png (http://nimblebit.com/screenshot001.png)
http://nimblebit.com/screenshot002sml.png (http://nimblebit.com/screenshot002.png)
http://nimblebit.com/screenshot003sml.png (http://nimblebit.com/screenshot003.png)
also, I have done a couple of wallpaper renders for a few of the characters we have so far:
http://nimblebit.com/zerogear1_thumb.png
4:3 resoultions:
1024x768 (http://www.devbump.com/nimblebit.com/zerogear1_1024x768.png),1280x800 (http://www.devbump.com/nimblebit.com/zerogear1_1280x800.png),1600x1200 (http://www.devbump.com/nimblebit.com/zerogear1_1600x1200.png)
widescreen:
1280x800 (http://www.devbump.com/nimblebit.com/zerogear1_1280x800.png),1440x900 (http://www.devbump.com/nimblebit.com/zerogear1_1440x900.png),1680x1050 (http://www.devbump.com/nimblebit.com/zerogear1_1680x1050.png),1920x1200 (http://www.devbump.com/nimblebit.com/zerogear1_1920x1200.png),2560x1600 (http://www.devbump.com/nimblebit.com/zerogear1_2560x1600.png)
http://nimblebit.com/zerogear2_thumb.png
4:3 resoultions:
1024x768 (http://www.devbump.com/nimblebit.com/zerogear2_1024x768.png),1280x800 (http://www.devbump.com/nimblebit.com/zerogear2_1280x800.png),1600x1200 (http://www.devbump.com/nimblebit.com/zerogear2_1600x1200.png)
widescreen:
1280x800 (http://www.devbump.com/nimblebit.com/zerogear2_1280x800.png),1440x900 (http://www.devbump.com/nimblebit.com/zerogear2_1440x900.png),1680x1050 (http://www.devbump.com/nimblebit.com/zerogear2_1680x1050.png),1920x1200 (http://www.devbump.com/nimblebit.com/zerogear2_1920x1200.png),2560x1600 (http://www.devbump.com/nimblebit.com/zerogear2_2560x1600.png)
http://nimblebit.com/zerogear3_thumb.png
4:3 resoultions:
1024x768 (http://www.devbump.com/nimblebit.com/zerogear3_1024x768.png),1280x800 (http://www.devbump.com/nimblebit.com/zerogear3_1280x800.png),1600x1200 (http://www.devbump.com/nimblebit.com/zerogear3_1600x1200.png)
widescreen:
1280x800 (http://www.devbump.com/nimblebit.com/zerogear3_1280x800.png),1440x900 (http://www.devbump.com/nimblebit.com/zerogear3_1440x900.png),1680x1050 (http://www.devbump.com/nimblebit.com/zerogear3_1680x1050.png),1920x1200 (http://www.devbump.com/nimblebit.com/zerogear3_1920x1200.png),2560x1600 (http://www.devbump.com/nimblebit.com/zerogear3_2560x1600.png)
hawken
03-15-2008, 09:01 PM
xbox live would be the way forward, considering the out of control piracy these days
good editing on the video /images/graemlins/smile.gif
marshmonkey
03-15-2008, 09:25 PM
there are still secure distribution platforms out there on the pc such as Steam.
Joao Sapiro
03-16-2008, 03:33 AM
hey man i still think you should make it cell shaded at least the characters since the white fresnel makes them sort of "blend in" with the enviro and makes it confusing. Really great job and dedication here !!
marshmonkey
03-16-2008, 03:09 PM
by cel shaded do you mean some kind of clamped lighting lighting effect, or like an outline around the mesh?
Armanguy
03-16-2008, 06:41 PM
who coded your blog? they did a wonderful job /images/graemlins/smile.gif only if i could make something like that /images/graemlins/frown.gif
marshmonkey
03-16-2008, 09:31 PM
If by coded, you mean took some blogger template they found on the web and replaced a lot of the graphics and hacked the css - then I did /images/graemlins/tongue.gif
marshmonkey
03-24-2008, 02:05 PM
I put up an "offical" site for the game.
you can visit it here: http://myzerogear.com
CheeseOnToast
03-24-2008, 05:52 PM
About the cell shader, it might look even nicer with a clamped lighting effect you described, controlled by a 1-D texture. Put a (subtle) touch of blue/purple in the shadowed areas, and a bit of red into the midtones for a more toony effect. The transition looks better blended a little too, rather than a harsh two or three step cell shader effect. Sorry to refer to TF2 yet again, but that's what they have and it looks rather nice. Also gives you a lot more control over contrast, since you can just play around with the ramp texture. My avatar is using that effect, although it's probably too small to see clearly. It really does make a difference though.
Nostradamus
03-24-2008, 06:13 PM
gogo wiiware ;>
marshmonkey
03-24-2008, 06:57 PM
I know exactly what you are talking about cheese, I thin it would be fun to play with an effect exactly like that. Something that would be easy to turn on or off depending on your graphical settings too.
as far as Wiiware, I very much doubt that nintendo wants to put anything on the wii that even remotely resembles mario kart.
marshmonkey
04-02-2008, 09:33 AM
so I have been really busy lately moving to a new place and dealing with all that fun stuff, but I recently started working on the "garage" environment, which will be a little room that your kart sits in where you can customize your looks, your kart tuning, etc. Hopefully we will end up supporting custom garages too so people can download new garage environments.
Here is the lift that you and your kart will be sitting ontop of:
http://nimblebit.com/lift.jpg
here is the texture:
http://nimblebit.com/lifttex.jpg
and here is a toolbox prop that will be sitting close by, I still need to texture it.
http://nimblebit.com/toolboxtextured.jpg
here are the UV's (spent like 4 hours on these!)
http://nimblebit.com/toolboxtex.jpg
pliang
04-02-2008, 09:37 AM
Clean and generic but nicely built...hope you can squeeze in some surface details and wires.
marshmonkey
04-04-2008, 03:10 PM
finished another garage prop, an exciting air compressor!
http://nimblebit.com/compressor.jpg
http://nimblebit.com/compressortex.jpg
rooster
04-04-2008, 04:40 PM
these are nice and friendly, cool stuff..
i wonder what theyd look like if you put on a ffd and just gave them a bit of a cartoony angle, like wider at the top.. might be nice if it was subtle
marshmonkey
04-04-2008, 05:53 PM
I actually did, it is kind of hard to tell from a top down angle with nothing else to reference.
bounchfx
04-05-2008, 09:49 AM
just watched the video. This is really looking great! can't wait to try it out
JohnnySix
04-05-2008, 12:16 PM
Have only just discovered this thread! Have just been catching up - really love the style and concept of this game - can't wait to play it - has all the best elements of games like micro-machines/mashed/mario-kart - am especially eager to see the physics in action first hand.
The last video with the cars flying through the air in a big arc looks hilarious. :D
marshmonkey
04-07-2008, 10:21 AM
another small prop I just finished, and a very WIP shot of what the garage layout might look like with everything thrown in there.
http://nimblebit.com/airwrench.jpghttp://nimblebit.com/airwrenchtex.jpg
http://nimblebit.com/garagewip.jpg
There is still 3 or 4 more props I need to make, since the camera will be close in on the kart they will be close so I want them to look nice. Once I finish the props I will texture and do some simple details to the background of the garage and then light the whole thing. I am thinking it would be cool to have the garage door in the background rolled up and be able to see outside through that and the windows, would be a good light source too.
Nice work so far, Marshmonkey. I can't wait to try this out.
I'm a big mariokart fan, but the thing I missed in MK were believeable physics when you bump into each other. In your game, the physics seem to be much more convincing and exciting.
The characters, especially the human characters, look a bit bland. There's little to no contrast in the face, and the nose would be better if it was actual 3D imho.
Will the customization of the cart affect the driving? Like will there be upgrades you can earn to improve speed, etc?
Any idea when a playable demo will be available?
marshmonkey
04-07-2008, 11:20 AM
Nice work so far, Marshmonkey. I can't wait to try this out.
I'm a big mariokart fan, but the thing I missed in MK were believeable physics when you bump into each other. In your game, the physics seem to be much more convincing and exciting.
The characters, especially the human characters, look a bit bland. There's little to no contrast in the face, and the nose would be better if it was actual 3D imho.
Will the customization of the cart affect the driving? Like will there be upgrades you can earn to improve speed, etc?
Any idea when a playable demo will be available?
The physics will be a big part of the game dynamic
Characters are my weakest point right now, I do not have a lot of experience with them, so I am learning as I go along with everything else. I hope each revision I do will yield improvement, and I hope to have a decent amount to choose from once all is said and done. Also, the format for the characters will hopefully be open for artists better than myself to create custom ones along with other things like karts and tracks and accessories.
Right now my gut feeling is to not have customization effect the actual gameplay, so that people can be comfortable choosing whatever they like best aesthetically without having to pick and choose the best for gameplay reasons, and also so that supporting community created things is not a gameplay balancing nightmare. We do plan on having the ability to tune your vehicle and distribute points among the customary attributes like weight, handling, drift, etc. which will be factors that affect gameplay.
marshmonkey
04-07-2008, 12:32 PM
quick oil barrel
http://nimblebit.com/barrel.jpg http://nimblebit.com/barreltex.jpg
marshmonkey
04-07-2008, 05:14 PM
spray gun and paint
http://nimblebit.com/spraygun.jpg
http://nimblebit.com/sprayguntex.jpg
marshmonkey
04-09-2008, 08:29 PM
another quick shot, still very WIP
http://nimblebit.com/garagewip2.jpg
Smirnoffka
04-09-2008, 08:49 PM
Looking like lots of fun :D I can't wait to play it! Only thing I would like to see is some nice AO under the objects on the ground. Other than that, top knotch!
marshmonkey
04-09-2008, 11:44 PM
yea that would add a lot. When I go to vertex light it I will have to heavily subdivide that area, or probably it would make more sense to bake some AO into a texture itself once the placement of everything is settled.
Pedro Amorim
04-10-2008, 02:10 AM
this is looking very very nice! your updates look extremely cool. you nailed the style spot on. congratulations!
great stuff. i am envious:)
marshmonkey
04-11-2008, 07:28 PM
ok, I finally finished up most of the garage and got it into the engine - here is a screen shot. It's all a fully modeled little environment so that there is something to look at in all directions as you will be able to freely rotate and zoom in around your kart & character.
http://nimblebit.com/garage1.jpg
Pedro Amorim
04-11-2008, 08:38 PM
wow, this is so awesome!
really cool man. although it lacks calendars of naked chicks. lol
marshmonkey
04-14-2008, 09:20 AM
hehe, I think naked chick posters might conflict with part of our target audience
MattW
04-14-2008, 11:45 AM
The only crit I'd have is that the white fresnel on the bottoms of the tires on the images on the 3rd page really seem to disconnect the cars from the ground for me.
Otherwise awesome style and character. Great work and good luck.
Smirnoffka
04-14-2008, 03:07 PM
Looking tremendous, and a ton of fun to play. I agree about the tires of the other 2 cars, but I know ogre can be hard to tame when using different materials and stuff, and other that that, I think you have nailed it!
marshmonkey
04-15-2008, 05:59 PM
spent a little bit of time making some mock-ups thinking about how a few menus might work. The idea for the main menu is that the elements fly in from the edges of the screen, and a model of your character / kart on a stand screws into place from the bottom off screen.
http://nimblebit.com/main_screen_small.jpg (http://nimblebit.com/main_screen.jpg)
The customization menu will be able to handle all your kart and character customization or tuning. The left of the screen is where you will pick which element you are changing, and you can browse through your options on the right side, as well and pull it out further like a drawer with the red arrow to view more options at one time. The bottom of the screen is where your customizable color swatch options will appear for the item you have selected.
http://nimblebit.com/customize_screen_small.jpg (http://nimblebit.com/customize_screen.jpg)
This is looking awesome man! No crits, just wanted to tell you that you're kicking some galactic ass
Woah! Congrats on everything, this is going to be a great realease.
Do you plan to allow for user made customisation? It would be great to have custom heads, gloves, and wheels ... I am sure this would be hugely successful amongst modelers, and you could pick the ones you like and later add them to the game.
Do you plan to support normalmpas for characters? I think the default avatars are better without them but maybe allowing them for custom content would make for some nice visual contrast! Obviously, overdetailled normals would look like crap in there (you have a perfect shape unity and density atm, it would be a shame to break it), but if the normals are used to define broad shapes wedging together it could add a nice touch to future chars.
marshmonkey
04-16-2008, 09:24 AM
yes, user customization is going to be a huge part of the game, which means supporting custom models for all the karts and characters and accessories, as well as custom levels and custom gameplay modes in those levels via Lua scripts.
Right now we have no plans to support normal maps, although as it stands nothing would stop people from doing it since our renderer supports them. We are trying to keep the game somewhat low spec, which for now means pretty much only diffuse maps and single level environment maps. This keeps the look consistent as well as cutting down the content creation time.
marshmonkey
04-17-2008, 04:23 PM
we have recently been working on testing out our first test of some gameplay rules. In order to get a better grip on how our rules system is going to be layed out we are doing a quick game of tag, where the person who is "it" the longest wins, and whenever you run into the person who is it you become it. We are about halfway done with the mode, and have already happened upon some important fixes and tweaks in the process that will help us once we start on a racing mode.
Here is a screenshot of the level I made in the last few days to play tag in.
http://nimblebit.com/tagtest.jpg
This weekend we are having another lan party in which we are going to test out the game mode with around 8 people hopefully. I will be capturing footage to make into another video.
HandSandwich
04-17-2008, 05:42 PM
This is looking boss as shit my friend. So... how soon can you get this on the PSN? :{) It'd be badass to have some multiplayer online kart action.
monkeyboy_garth
04-17-2008, 08:10 PM
Holy crap dude. Well done - I've really enjoyed seeing this develop over the last few months. I can't wait to play it.
marshmonkey
04-22-2008, 09:39 AM
New Video! Basic Gameplay tag-test
http://nimblebit.com/tagvideo.jpg (http://www.vimeo.com/926898)
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!
HandSandwich
04-22-2008, 10:27 AM
I want to play this SOOO bad. We've been playing a bunch of multiplayer Mario Kart DS here at the office but this looks just as fun. Good work man.
marshmonkey
04-22-2008, 02:40 PM
thanks will :) Me and Brian have put in a fair amount of mario kart ourselves!
The_Kozmonaut
04-22-2008, 08:50 PM
Really cool. I love how you can roll the cars. keep up the great work
danpants
04-22-2008, 09:43 PM
Awesome work I love the colors you used nice tone and vibrant selection. Nice presentation.
pliang
04-22-2008, 09:50 PM
Really has come a long way...the color palette is really consistent and reminds me a little bit of Mario Kart...
Smirnoffka
04-23-2008, 12:45 AM
Wow, you guys got some talent. I don't think I can explain how eager I am to play this.
I'd pay for it.
RustyFranks
04-23-2008, 11:32 AM
eagerly waiting to play it
[MILES]
04-23-2008, 02:13 PM
This is excellent!
Thought about implementing visual representations (customizable) of vehicle attribute enhancement? (IE: increase your vehicle's acceleration attribute and your cart's engine is represented as larger or different than the default engine. Increase your vehicle's handling attribute and perhaps the tires are widened beyond that of the default tire size). Such a feature might allow other players to visually tell what the strengths and weaknesses of their competition might be, before or during a match. This way, you could avoid having to apply specific default attributes to vehicles or players like Mario Kart does. This way, one man's pink pinto might not be the same as his competitor's pink pinto. :)
marshmonkey
04-23-2008, 02:40 PM
;806112']This is excellent!
Thought about implementing visual representations (customizable) of vehicle attribute enhancement? (IE: increase your vehicle's acceleration attribute and your cart's engine is represented as larger or different than the default engine. Increase your vehicle's handling attribute and perhaps the tires are widened beyond that of the default tire size). Such a feature might allow other players to visually tell what the strengths and weaknesses of their competition might be, before or during a match. This way, you could avoid having to apply specific default attributes to vehicles or players like Mario Kart does. This way, one man's pink pinto might not be the same as his competitor's pink pinto. :)
I really like the spirit of that idea, and I think it is a healthy medium between some debates me and my partner have a lot about tying kart appearance to the stats of your vehicle. I have always thought that tying the visual models to performance elements would be very in-elegant - but simply modifying the scale and positioning across all assets according to your stats would be very elegant if you could make it all fit. I think it's a great idea!
Baddcog
04-24-2008, 12:12 PM
That looks sweet so far. I love the part where the guy in the top hat tags then does a flying barrel roll to escape:)
marshmonkey
04-24-2008, 12:26 PM
we are working on some items for our next video, as well as a new gameplay mode - here is a little sneak peek
http://nimblebit.com/powglove.png
marshmonkey
04-29-2008, 01:26 PM
As 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.
http://nimblebit.com/particle1.gif http://nimblebit.com/particle2.gif
Here is a snippet of the script of the second explosion effect, detailing how the system should animate the fireball part of the explosion:
// --------------- fireball ---------------
technique
{
use_alias
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 almost instantly then slower
affector Scale
{
xyz_scale dyn_curved_linear
{
control_point 0 1
control_point 0.1 4500
control_point 0.3 500
}
}
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
}
}
SHEPEIRO
04-29-2008, 02:57 PM
very nice havent looked at it for a while, nice to see its coming so far, hope it plays aswell as it looks. were in for a treat if we are
marshmonkey
05-01-2008, 02:38 PM
been working on 3 items lately for our next video, along with a new gameplay mode. Here is a little teaser for the items:
http://nimblebit.com/itemicons.png
marshmonkey
05-08-2008, 10:05 PM
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 quick screenshot.
http://nimblebit.com/spacesmall.jpg (http://nimblebit.com/spacebig.jpg)
Eclipse
05-09-2008, 10:39 AM
Wow Marsh, that looks really awesome, I can't wait to play this, it's gonna be great!
Monochrome
05-09-2008, 10:48 AM
Looking sweet. Good work.
Thegodzero
05-09-2008, 10:58 AM
Sweet!
It needs some asteroids orbiting the map and planets in the distance, maybe even a comet flying by. Id bump up the cloudiness in the star field. I think it will help make it less stark, and more friendly.
Also you might want to make a astronaut helmet for the players if your making space maps.
No mater what this game is looking very slick already!
Wow! I love how this somehow looks like a tribute to the Mario/MK universe, and not just a mere clone. I think you are doing great!
You could make a space track with a Northern Lights theme hehe (ala Rainbow Road!)
Can't wait to play, CAN'T WAIT TO MOD!
Man this game looks freaking SWEET man! Great job, awesome indie title right here.
marshmonkey
05-11-2008, 06:09 PM
thanks guys! I have thought about putting a little space helmet in there too if I have time. Asteroids would be awesome too!
Joao Sapiro
05-12-2008, 04:00 AM
damn ! you guys keep evolving !i reeealy like the colored look of everything ! my suggestiuon might be a tad weird, but what about giving everything outlines ? it would accentuante the cartoony look and make it more interesting in my opinion :)
WipEout
05-12-2008, 04:39 AM
Dude, this looks fantastic! I don't even really care for cart racing games, but this one looks like a ton of fun! Can't wait to see/ play the final product!
I can see what people mean about the similarities to Mario Kart, and that might be cause for some worry. Honestly, though, with the customization, unique vehicles, and some sweet game modes, I wouldn't look at it so much as an MK clone as a fun cross between Little Big Planet and Mario Kart.
Keep up the good work!
marshmonkey
05-12-2008, 09:35 AM
yea, I might play with doing outlines on the characters and kart via a shader at some later time, I'm not sure we are really going for a fully cel shaded look though. It could help the characters stand out though.
We are not too worried about being compared to mario kart - we are just aiming to be the most fun kart racing game on the PC. It's going to have lots of PC platform strengths that have never really been applied to a kart racing title before ( versatile multiplayer support, customization of game modes and visuals )
marshmonkey
05-13-2008, 10:00 AM
I had to make a quick new hat for people to choose from for this new space stage:
http://nimblebit.com/hat012.png
marshmonkey
05-14-2008, 01:51 PM
working on a new kart to fit the whole space theme, it's inspired by this toy:
http://nimblebit.com/buggyref.jpg
I've got it modeled and UV mapped with a starter ambient occlusion base texture. Will do the fun part and texture it next.
http://nimblebit.com/moonbuggy.png
here is what the UV map looks like
http://nimblebit.com/moonbuggyuv.jpg
georgemancer
05-14-2008, 02:35 PM
I really like the style of this project. Very eye-catching. Nice job.
marshmonkey
05-14-2008, 08:05 PM
finished texturing it tonight, here are some shots from the engine:
http://nimblebit.com/moonbuggy2.png
and here is the flat texture
http://nimblebit.com/moonbuggytex.jpg
since there are no exhaust tubes to animate or anything, I am going to make the antennas wiggle around as an idle animation :)
[MILES]
05-14-2008, 10:12 PM
Looking excellent man. Love the solar panel and antenna wiggle idea.
Will the normal cars be allowed on the space map or will they be space only vehicles?
If space only, how about a retro-rocket and flying saucer to go along with the solar rover?
marshmonkey
05-21-2008, 01:45 PM
just finished modeling and texturing a new character, now comes the terribly fun part of rigging him to a (lol) skeleton
http://nimblebit.com/skele.png
Pedro Amorim
05-21-2008, 04:51 PM
ohhhhhhhhh
its nice!
altho i think i would prefer to see a reaper model .
would be ace.
with its little pitchfork and whatnot.. inside the car.
a comic version of this fella
http://kingpin-of-comics.net/catalog/images/grim%20reaper.jpg
Armanguy
05-21-2008, 04:52 PM
PIMP work my friend keep up the good work!
marshmonkey
05-23-2008, 11:35 AM
we had our first full test over the internet last night, it was a bit of a whirlwind trying to get everyone set up and working but it went pretty well. Here is a blog post Brian wrote about it:
http://nimblebit.blogspot.com/2008/05/first-big-internet-test-grand-ole-party.html
as you can read in the post, we are looking for some kind of dedicated server to rent with decent bandwidth so we can test with more that a few people, if anyone has any suggestions, feel free to shoot me a PM.
Also, we were using our Zero Gear Steam group to co-ordinate during the test, even if we aren't on steam YET, anyone is free to join our group to show your support of getting us on Steam eventually! http://steamcommunity.com/groups/zerogear
Also, I did a new accessory and hat this week!
http://nimblebit.com/acc005.png http://nimblebit.com/hat013.png
marshmonkey
05-26-2008, 05:20 PM
spent today setting up some forums for the game, hopefully it will help us form a tighter community around the game as we get further along with development!
http://myzerogear.com/phpBB3/index.php
Armanguy
05-26-2008, 08:07 PM
was reading the forums a little and saw character suggestions, you could so do a panda! i will do it for you if you wish :P oh and for a vehicle you should make a mini hummer like mine :P
http://img.photobucket.com/albums/v92/armanguy/minihummerwip-2.jpg
SHEPEIRO
05-27-2008, 11:15 AM
shesh..thats amazing
marshmonkey
05-27-2008, 04:22 PM
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
http://myzerogear.com/zgicon_256.png
Thegodzero
05-27-2008, 05:51 PM
Looking good!
I can't wait to see a blue and orange panda with a cowboy hat, monocle, and mustache driving a dune buggy in space!
marshmonkey
05-27-2008, 06:47 PM
everybody wants a panda! I guess I will have to make that my next character.
FicWill
05-27-2008, 07:20 PM
A penguin would be great too, as well as fairly simplistic geometry and texture-wise.
bounchfx
05-27-2008, 09:13 PM
I'm dying to try this out. it looks so awesome. It would be great to have a big online community for this and play on weeknights.
CaptainHowdy
05-28-2008, 02:01 AM
finished texturing it tonight, here are some shots from the engine:
http://nimblebit.com/moonbuggy2.png
and here is the flat texture
http://nimblebit.com/moonbuggytex.jpg
since there are no exhaust tubes to animate or anything, I am going to make the antennas wiggle around as an idle animation :)
This is looking great!
Now, surely its only a matter of time.....
http://members.aol.com/pseisen/bananasplits/thebananasplits002.jpg
marshmonkey
05-28-2008, 09:55 AM
lol if I ever make a monkey character it is going to be wearing a little vest for sure.
marshmonkey
05-28-2008, 05:20 PM
a lot of people want a panda character so I decided to start putting one together this afternoon, here is what I have so far:
http://myzerogear.com/pandawip.jpg
marshmonkey
05-29-2008, 05:20 PM
I got a texture done for the panda today, I think he turned out pretty cute! I changed the paws to be a little less stumpy as well:
http://myzerogear.com/panda.png
Armanguy
05-29-2008, 05:37 PM
that turned out awesome, cant wait to see him in game :)
Thegodzero
05-29-2008, 06:14 PM
Sweet!
I would love to see what it would look like if it had normal but chubbier (white) gloves on its paws. That or id detail in the paws more for a better hold on the wheel. Like a thumb nub at least., but i would try the chubby gloves first. Also id add a bit more detail on the feet.
Haha that's one cool panda :P
One more suggestion for it : You might want to play with the black shapes on the head a little. I think a big part of real life pandas personality comes from these black surfaces around the eyes... shaped as eyes! Since they tilt down , they make the pandas look a bit hound-dog like in expression because our brain reads this as a socket shadow.
Okay that was unclear. Pics :
This one looks sad-ish at first sight, even if hes not.
http://www.motherjones.com/blue_marble_blog/panda01.jpg
And then you can play :
http://caswell.blogspot.com/china/images/20040907.Panda.jpg
So you could maybe explore SuperDeformed manga graphical codes for sadness, hapiness aso and maybe shape these black surfaces accordingly? It would add a great range of expression.
also I think the white of the eye is a bit too apparent atm (thats closely related to the above)
good luck! Keep them coming!
marshmonkey
05-29-2008, 08:42 PM
thanks pior! I never really noticed that about the eye shapes, I will have to play around with different variations when I get the chance.
notman
05-30-2008, 05:24 AM
Awesome Panda...
I sense that TGZ would love to get his hands on an SDK of that Panda ;)
marshmonkey
06-04-2008, 03:54 PM
couple new things, we have been very busy working on a build to test thursday night to take footage for a new video.
here are a few short clips of 2 of the 3 items we hope to have working in the next video:
http://myzerogear.com/mine.mov
http://myzerogear.com/punch.mov
also, I like turtles.
http://myzerogear.com/turtle.png
dippingsauce
06-04-2008, 03:57 PM
That turtle is OH SO CUTE! I love the proportion ratio of his head and shell. Those KISS pandas are pretty funny too :D
BoBo_the_seal
06-05-2008, 07:43 AM
turtle kicks ass!!
[MILES]
06-05-2008, 09:40 AM
Very cool, marsh!
You know you just have to include a platypus! No game would be complete, without. (Yes there are thousands of incomplete games on shelves).
:)
Miles : was thinking about starting one for it haha :D Yeah I know the tools are not out yet but we could make this the first (and indie!) game to have a modding community *before* beta release!
marshmonkey
06-05-2008, 10:16 AM
turtle kicks ass!!
wow, this means a lot coming from you! Thanks!!!
I am still getting comfortable character modeling as these are the first time I have taken my shot at doing characters. I am getting more confident with each new character now. That is one of my favorite thing about doing everything myself, if there is something we want to do I just have to learn how to do it myself which is cool becuase I love learning new things.
Everyone wants a platypus! I think there is some kind of secret platypus agenda. One problem with that or any character with a bill is that it would stick out and intersect with all the swappable hats and items. Thats why I have been trying to only do characters that I can represent by just slightly modifying a sphere, to insure all the swappable stuff still fits.
We are having a small test tonight, I will be furiously fraps-ing it ( lol ) and hopefully I will edit together a new video for you guys very soon. It will be showing off a new level and gameplay mode, as well as our first basic implementation of 3 items.
marshmonkey
06-05-2008, 10:23 AM
Miles : was thinking about starting one for it haha :D Yeah I know the tools are not out yet but we could make this the first (and indie!) game to have a modding community *before* beta release!
That would be the most awesome thing ever. I think I could probably throw together a "sdk" sometime soon of a character with skeleton ( although now that I am more familiar with animating and rigging I am kind of embarrassed with my setup ) but it would probably be all you need to make something that could be put into the game. I could even include some of the hats and accessories so that you could verify it would work with those things
*edit* I could do the same thing with a kart too
This game is looking so incredibly badass. It's really impressive guys, keep up the good work!
[MILES]
06-05-2008, 12:03 PM
That would be the most awesome thing ever. I think I could probably throw together a "sdk" sometime soon of a character with skeleton ( although now that I am more familiar with animating and rigging I am kind of embarrassed with my setup ) but it would probably be all you need to make something that could be put into the game. I could even include some of the hats and accessories so that you could verify it would work with those things
*edit* I could do the same thing with a kart too
*Pior: :)
*Marsh: SDK - would be very generous and simply awesome
Hehe I was just about to put a blank character sheet together, based on the images you already released of all the little characters :P Damn I have like tons of ideas for this!
(including, females)
(and, sculpted toys)
rooster
06-05-2008, 01:32 PM
im kinda interested in this modding idea too..
marshmonkey
06-05-2008, 01:35 PM
ok, I will put together a character and a kart one. Hats and Accessories can be easily made off the character one.
They will be Maya files, maybe once I post them someone can make .max versions. Does .obj save skeletal info?
rooster
06-05-2008, 01:38 PM
dont think it does unfortunately.. you might be able to use fbx?
Hehe I was just about to put a blank character sheet together, based on the images you already released of all the little characters :P Damn I have like tons of ideas for this!
(including, females)
(and, sculpted toys)
do it
marshmonkey
06-05-2008, 02:45 PM
ok, here is a basic SDK with Maya files - they should provide a good idea of scale for things to fit into the game.
http://myzerogear.com/ZeroGearModelSDK_v1.00.zip
from the readme.txt
Zero Gear model SDK
version 1.00
6-05-08
Included files:
-rider_SDK.mb
-kart_SDK.mb
-TextureSDK (dir)
both .mb files have sample objects in layers in order to help scale.
Notes:
-For the hats and accessories, each can be snapped to the headanchor bone to represent in-game appearance.
-Positioning the character to get hands to line up on the steering wheel (steering wheel position is the same across all karts) can be a little tricky, feel free to move the character root skeleton around to compensate.
-Polycounts should be under 3,000 tris for characters and karts
- Texture sizes are:
character: 1x 512x512
Kart: 1x 512x512
Hats/Accessories/Wheels: 1x 256x256
- For a sample of how to construct textures to be color customizeable, see the TextureSDK folder. For areas that will be customizeable, the base lum texture needs to be grayscale, and a transparent .png mask created to define where the custom color should be multiplied on top.
All included files copyright David Marsh, 2008
Sad, couldn't open the files in Maya8.0... Maybe a .ma would be easier, or even a .obj? If you have the rig as boxes it should be rather easy to tell where to put the joints.
bounchfx
06-05-2008, 08:45 PM
gonna second using FBX. doooo ittt.
awesome work man, one of my most anticipated titles :)
marshmonkey
06-05-2008, 10:04 PM
darn, I will try exporting to one of those formats when I get a moment and re-post it . . .
TorQue[MoD]
06-06-2008, 12:41 AM
This game looks like its going to be awesome! You using a custom engine or?
And Nimblebit looks like Gir from Invader Zim with a Viking hat on!
If you need playtesters let me know :)
CheeseOnToast
06-06-2008, 04:02 AM
Where's the lobster you promised you'd make? WHERE IS IT?!?! We need a crustacean with road rage, STAT!
Seriously though man, this is just getting better and better. Opening it up to the community is a great idea.
bounchfx
06-06-2008, 05:52 AM
lobster = awesome, panda = awesome, platypus = awesome...
but what about the king of the animals?... the AARDVARK?!?
...oh. maybe not.
marshmonkey
06-06-2008, 09:35 AM
thanks for the support guys :)
well I spent an hour trying to get anything to export to FPX but it would always hang up while exporting, I tried getting the latest exporter and everything. So no FBX unless someone else wants to try, I have also included .ma as well as some static obj's this time.
http://myzerogear.com/ZeroGearModelSDK_v1.01.zip
forgot to edit the readme in there but oh well, I'm busy!
marshmonkey
06-06-2008, 04:42 PM
Sad, couldn't open the files in Maya8.0... Maybe a .ma would be easier, or even a .obj? If you have the rig as boxes it should be rather easy to tell where to put the joints.
I am actually currently only using the same skeleton on all my characters so far becuase it saves time, there is no reason why any custom character can't have a unique or even completely non-humanoid skeleton - as long as it has the same anims that are the same length and they physically fit into the kart and other wearable items.
BrodyB
06-06-2008, 05:18 PM
Oooh, I'm gonna have me sum funz. :D
konstruct
06-06-2008, 06:25 PM
When this thread first started, I didn't think much of it, just thought it was some kinda neat micro-kart stuff, and now with every update, i have have to pick my jaw up off the floor because its unbelievable how far this has gotten, and how much it kicks ass. Much props, and for the love of god, don't stop-
Save trees, recycle polygons!
http://img.photobucket.com/albums/v242/pior_ubb/pior_kartbunnywip001.png
Still have to rearrange the UVs, repaint some areas a little and do some cooler hair.
Plus made a quick Michelle Tanner female base :D
Also put together a little static template skeleton in .obj flavour. The zip has a Maya8 .ma version of the original template too - to make it work under older Mayas simply textedit the few '8.0's at the beginning to the desired version.
http://img.photobucket.com/albums/v242/pior_ubb/ZG_driverrig.gif
www.pioroberson.com/files/ZG_driverrig_obj.zip
Platypus's next!
rooster
06-07-2008, 11:38 AM
lol, fuckin ace!
Thegodzero
06-07-2008, 12:09 PM
Pior Sweet!!
I'm so glad thats a maya file... otherwise i wouldn't be able to keep myself from making one.
marshmonkey
06-07-2008, 11:44 PM
pior you rock!!!! that helmet would look so awesome on other characters as well! I can't wait to see this in game! Also, you know you are going to make a kart and wheels that are just as awesome, right?
marshmonkey
06-09-2008, 09:08 AM
Finished a new video! Check it out:
http://nimblebit.blogspot.com/2008/06/new-video-fallout-gameplay-mode-and-3.html
http://myzerogear.com/falloutvid.jpg
SHEPEIRO
06-09-2008, 09:40 AM
thats ace
couple of tiny meany minor crits,
from the video its difficult to make out which were glass and which were holes, maybe a little more opacity, or some streaks across it?
the other was that the names are low res and dont really fit the style, sure thats temp though =)
marshmonkey
06-09-2008, 10:08 AM
yea, the names are temp, they will be spiced up to be much prettier in time. The glass is something I have been struggling with for awhile, I have yet to find the right blending mode in the ogre material system that always looks like glass. I will have to keep working on it!
Nysuatro
06-09-2008, 10:20 AM
I was hoping for a "cool going to die effect".
Just not simply falling down. Maybe dissolve in many peaces or ...
SHEPEIRO
06-09-2008, 11:10 AM
why not try a normal mapped pattern like hexagons or sommit, or you could go traditional and add a streak in the diffuse texture? never used ogres materials but theyre supposed to be quite powerfull?
marshmonkey
06-09-2008, 11:23 AM
Haven't thought much about that, do you mean normal mapped texture on the character or as a screen effect?
if you have a chumby you can use this Steam Group widget my brother made, it features the Zero Gear steam group as the default!
http://www.chumby.com/guide/widget/Steam+Friends
Marsh I think Shepeiro meant that you could maybe add some simple normalmapped hexagon patterns (honeycomb) on the glass surfaces to differentiate them from the voids.
Another thing you can do is to make these sheets of glass slightly opaque at the edges where they connect to the frame (could be vertex based..) to suggest dust accumulated there. A great example can be seen on screenshots of the last Devil May Cry game on the PS3
Gonna have my female bunny done soon :P
marshmonkey
06-10-2008, 02:09 PM
Marsh I think Shepeiro meant that you could maybe add some simple normalmapped hexagon patterns (honeycomb) on the glass surfaces to differentiate them from the voids.
Another thing you can do is to make these sheets of glass slightly opaque at the edges where they connect to the frame (could be vertex based..) to suggest dust accumulated there. A great example can be seen on screenshots of the last Devil May Cry game on the PS3
Gonna have my female bunny done soon :P
ah, yea I see. The vertex opacity is a good idea too. I'm excited about your space bunny! Is it going to be separated into a character and a helmet so the helmet could be swapped to different characters as well?
Me and my partner were just discussing yesterday about possibly releasing the garage character / kart customization section of the game stand-alone for people to play with and also to load custom stuff like you are making to see how well it fits together with everything else.
SHEPEIRO
06-10-2008, 02:37 PM
thanks for explaining me thoughts prior =)
love the idea of a racer with an open source garage, i feel a tiny f-zero racer coming on
marshmonkey
06-11-2008, 11:20 AM
added some new screenshots to our media page (http://myzerogear.com/media.html). Most of them are yanked from the video (http://www.vimeo.com/1141627) we released monday. Click on the happy family enjoying Zero Gear to check them out!
http://myzerogear.com/newscreens.png (http://myzerogear.com/media.html)
breakneck
06-11-2008, 12:46 PM
don't know if this is mentioned earlier in this thread, haven't read it all but i have a suggestion that would be kind of cool to see:
after watching the latest vid i noticed that the karts still fell downward when knocked off the map. It would be cool to see them float off into space with less gravity and maybe run into a satillite. . or the kart sign.
-my 2 cents! keep it up!! good work!!
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