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Topics - megariffer

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News / [IMPORTANT!] Member database cleanup
« on: April 23, 2015, 04:27:13 am »
Hello everybody!

Sometime this week i'll be deleting every forum member with 0 postcount
So if you are just lurking around without posting, please reply to this thread.
If you have already made a post on the forums before, you have nothing to do.

Thanks for your attention!

2
Development / developer blog (kind of)
« on: February 24, 2015, 03:59:10 pm »
hello everyone,

i 'm starting this thread with the intention on posting here regularly about the work i have done on the game.
how long i will keep up doing this? there is no telling that, but i'll try.

my main focus right now is to make a working, playable demo with the garage scene, with a handful of parts (no racing yet), and only one car (note that i will not include every functionality of the old alpha yet, there will be no replaceable mufflers, differentials, shocks and such, only changeable wheels. i'm planning to do that later, when i have proper 3d models for those parts as well)
i'm 60-70% finished with this. for now, i want to mimic the GUI of the old SR3 alpha, just because it's easier that way, i can reuse the sprites for example.

here is what i did so far:

there is the garage, as seen on the video earlier, now with the GUI present, non-functional buttons are greyed out:


then there is the engine view, where you will assemble your motor:


you can check out your inventory of parts:


the newspaper also has a minimal functionality already:



and you can also repaint your car:


that's it for now, i know it's not much but hey, this is all there is for the last 10 years! :)

let me know how you feel in the comments, see you all later!

3
Development / a small progress
« on: February 18, 2015, 09:03:42 am »
hello!? anyone still here?

if someone is still interested, i revived my 2 year old project, and made a small progress with it.
there is nothing much shown in the video, but the important things are happening under the hood.
i managed to make a script, which loads all the parts data from an external file, and builds a "database" from them. this way you can add or remove parts easily from your inventory. there is a compatibility check, too for all those "pay attention dummy!" goodness. i don't know if any of this makes sense, the important thing to note here is that i managed to make a system, which can be used to build engines in the game with any detail. so far i only use 3 levels, as seen in old SR games (engine, manifold, carbs), but i can go as deep as i want, even add every link in a chain separately. there are still a lot of things to do, but i think i can show you a playable demo soon. as things progress around here, soon can mean anything between a few weeks and a decade.

so without further ado, here comes the video i recorded (pay no attention to the flipped wheels please)
https://www.youtube.com/watch?v=imSjH9ChCx0&feature=youtu.be

4
General Talk / youtube
« on: January 29, 2013, 07:29:55 am »
hi all, i just found this on youtube, and thought i'll share! have fun!

https://www.youtube.com/watch?feature=player_embedded&v=daVDrGsaDME

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Development / parts inventory interface
« on: December 09, 2012, 01:39:20 pm »
hi everyone!

since it's so quiet here, let's talk a bit about parts inventory.
most of the time you are changing parts in your garage, so a good inventory layout is a must.
so please tell us what would you like to see in SR3!

i gave you a lot of options, but since it's a rather complex game element, please tell us your thoughts!

6
Development / Game engine
« on: May 18, 2012, 05:43:02 am »
hello everybody!

since there was too much silence lately (at least about development), i decided to give you all a brief insight on what we are doing in the background.
we have aggreed, that we will start everything from scratch, so we won't use any of the old code of the alpha version (well maybe for reference, but this is unlikely).
development hasn't started yet though, we are discussing technologies and game engines.
we looked at many-many of them, and after a few weeks of research, two contestans remain:
unity3d and irrlicht
both of them have their pros and cons.
- irllicht is totally free, it's totally cross-platform (linux also), but development is much slower.
- unity3d has a free version, but the pro version costs money, can't run natively in linux, but development is much faster. also we can relatively easily build our finished game for other platforms (iOS, XBOX360, PS3).

so basically what we are doing now is trying some things in both of these engines to see what will be the right track. we don't want to rush things, as this decision will define years of development (hopefully), so we want to make sure we made the right choice.
although i'm quite sure the decision will be made in the next few weeks at the latest.

we will be back soon with more info! stay tuned (like those V8s in the SR series)!

lastly take a look at this brief video, this shows our first attempt on using unity3d (so you can see we are not just sitting on our a**es here :)).
the car model and physics are from a unity3d tutorial, the garage is a few boxes threwn together, and the city was made by a city-generating engine.
test_1

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News / [IMPORTANT!] If you have problems with registration
« on: April 18, 2012, 10:44:55 am »
To stop forum spammers, we introduced new anti-spam measures.
If you run into problems while registering (you may be identified as Spam by our anti-spam system), please use our Contact form to get in touch with the forum administrator.

We are using the http://www.stopforumspam.com/ database to identify possible Spam sources.
Should you have any more questions, please refer to the Stop Forum Spam FAQ

Sorry for any inconvenience this may cause, but we needed to take drastic steps against spam.

8
News / Street Rod 3 Facebook page
« on: April 12, 2012, 01:34:36 pm »
Don't forget to "like" us on Facebook, too!
Show your love towards Street Rod 3 proudly to others!

http://www.facebook.com/streetrod3

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