Currently we are hiring: NAT/scripter and GFX for the car-system.
Work to do: NATS: Script a simple driveability-system for acceleration, braking and steering. The tires rotating speed is synchronous to the speed of the car. Another thing is that the car is decelerated while driving on gras or sand (tile detection), in addition it shouldn't be possible to drive on water
That includes a collision detection for the car. It shouldn't be too strictly so the player crashes at every edge, but it shouldn't got the scale of the acutal player ().
Also (but i dont know if its possible) a scripted sound system would be very neat so if the engine speed is very high, the sound of the motor is loud and bright.
Additional sprites change the appearance of the car through a scripted system e.g. if you hit a tree with the car boot at low speed nothing will happend, but if you crash-in with 50 mph you'll have a pick-up.
GFX: Thats quite a challenge: The car must be done in some kind of a pixel art-style, one sprite (including tires, interior, extras etc.) for each of the 8 angels. Please stick to the following allocation:
The transparency-value of the car shadow is 77/255 (30,2%). The "top of the tire" is necessary because of the depth effect.
So dry your noodles and send us a pm or an e-mail! Our addies are at the bottom of the post. Please be patient if we don't reply immediately. We plan to start the project next week
Video
(click while playing to open in a new window)
Thats it - Here is a sneak preview of the upcoming car system for Zeron. Done in real graal-perspective with some nice physics-effcts (could be done by scripted areas or tile-detection). Realized by ganis, scripted light- and (of course) some particle-effects.
Contact
Chris Jasra (Server-Owner/-Admin, GFX Chief) - Forum-PM Jack Jasra (Server-Owner/-Admin, LAT Chief) - Forum-PM, E-Mail: [email protected]
Guessed right, its Edge Of Seventeen by Stevie Nicks
@ Shards-Of-Fate: Just as well, you can use the template of the Cadillac.
The car should have (if it is a normal car and not a bus or tank or whatever) similar dimensions.
It should be noted that the car should have more an unusual style (thats why the template is just a Cadillac that will never find the way into the game: Its just for imagination of how big the vehicle should be), having elements of the early 20th century merged with outlines of modern cars.
Zerons world is set in a parallel universe. That is why familiar things like buildings, war material, cars etc. look unusual, dated or completely different and forms of society we are used to do not exist and were replaced by totaly odd ones. Apart from that are many things anon we know and use every day.
That means in a nutshell: The cars should not just be variations of Tin Lizzies, but they could have parts and elements of it.
I had drawn a jeep long time ago for Zone at 45° in the diagonal sprites - and it sucks pretty much because it looks compressed and unproportional.
Actually we had to draw the baselines at a 33.75°-angle in the diagonal sprites. That would best fit with Graals orthographic parallel projection.
But its much easier to draw the one line at 45° and the other at 27.5° especially when having curves
Edit: And because of that there are no longer big questions of what direction of the player should be chosen in the gani since we had no diagonal chars
I had drawn a jeep long time ago for Zone at 45° in the diagonal sprites - and it sucks pretty much because it looks compressed and unproportional.
Actually we had to draw the baselines at a 33.75°-angle in the diagonal sprites. That would best fit with Graals orthographic parallel projection.
But its much easier to draw the one line at 45° and the other at 27.5° especially when having curves
Mind = Blown
__________________
Quote:
Originally Posted by Loriel
Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
I had drawn a jeep long time ago for Zone at 45° in the diagonal sprites - and it sucks pretty much because it looks compressed and unproportional.
Actually we had to draw the baselines at a 33.75°-angle in the diagonal sprites. That would best fit with Graals orthographic parallel projection.
But its much easier to draw the one line at 45° and the other at 27.5° especially when having curves
Edit: And because of that there are no longer big questions of what direction of the player should be chosen in the gani since we had no diagonal chars
You guys definitely seem to know what you are planning, Best of luck to you guys.
P.S: Thanks for the song title. I am happy now since I couldn't figure it out when myself heard it on the radio going down the highway haha.
__________________ Careful, thoughts and opinions here scare people.
I had drawn a jeep long time ago for Zone at 45° in the diagonal sprites - and it sucks pretty much because it looks compressed and unproportional.
Actually we had to draw the baselines at a 33.75°-angle in the diagonal sprites. That would best fit with Graals orthographic parallel projection.
But its much easier to draw the one line at 45° and the other at 27.5° especially when having curves
Edit: And because of that there are no longer big questions of what direction of the player should be chosen in the gani since we had no diagonal chars
I've encountered the same problems when working on diagonal car sprites of my own. Although i haven't really done the math, i also came to the conclusion of keeping one line 45 degrees, and changing the other, because it looks wrong and "compressed" like you said.
Thanks for the angle though, i hope you don't mind it if i use it in the future.
__________________
Quote:
Originally Posted by Tigairius
I promise when I get rich I'll send you an iPhone. I'll send everyone an iPhone.
Please take a look on my server: Fusion. I already scripted a car class that works (but at the moment only with 4 directions - 8 directions and more shouldn't be a problem) with fluent movement. Example cars are on the overworld.
Also multiple players can go by one and the same car (but the first player that enters/or the owner - if set - is the driver).
At the moment I try to rotate a (single direction) car image by setting its angle Clientside so that it isn't rotating jerkily anymore. The rest like movement and triggering an event to the specific car - e.g. if a direction key and/or acelerate/decelerate-key was pressed by the driver - is serverside (for security reasons).
I love the quality control on this server. Really quite nice. Unfortunately, I pretty much quit Graal, and especially development, at this point and I had hardly accomplished anything with the car movement at all; I had merely translated the angle into a position on a sprite sheet with 32 directions and written a script for 3DS Max to build and output a sprite sheet from a 3D model. It looked okay, and most of my time was spent making it look decent, but as you can imagine, it's quite difficult to do that with 3D models and Graal's extremely obscure perspective.
That "dummy crash" video looks really great. I'm a little confused by the mix between modern and fantasy though.
__________________
Quote:
Originally Posted by Loriel
Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
now it is just how downsider said and that is why we wont use sprites of a 3d-modell anymore. Using sprites of the 3D-jeep was just for testing purpose, so we retain the 2D-sprite-system,
Mh but it seems that 8 sprites per angle aren't just good enough, so I am going to do 8 additional sprites but - what the heck who cares?
What we need is some NAT who is able to script that once more.
@Rufus: The design of the cars isn't finished. Just like I said they'll look more "zeronish" when I have redone the concept.
Gotoxy (she's a very brilliant GFX) will support me
Yeah that would be very neat, because you dont have to think about the scale when drawing the next angle of a car (which is always different in length and width except the height in pixel, as measured by some fixed point). But I think I cant do that with SketchUp or something so I had to use some kind of a special render software.
But thats not the point now - we just NEED a NAT to bring the cars into being
Anyone there...?
Last edited by HerrChris; 10-30-2010 at 02:50 PM..