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Maluch Racer 3

by Robert Mikuszewski · 02/11/2009 (4:02 pm) · 14 comments

Hi,

This is my first blog, so hello to all, who dare to read this! I hope, this won't be the last post I write and that I will find some time, to keep you updated.

For the past few months we have been working on a racing game and I feel that it is a good moment, to share with you some screenshots and thoughts.

So let's start with the good stuff (screenshots!):
www.artifexmundi.com/files/games/MaluchRacer3/screen1.jpg
www.artifexmundi.com/files/games/MaluchRacer3/screen2.jpg

As you can see, the project is already in an advanced stage, but still there is much to be done. These are screenshots, that you can call 'work in progress'.

We currently use TGEA 1.7.1, and I think, that it will stay that way. The game should be ready next month, and I don't want to test my luck by upgrading the engine to 1.8.1. TGEA can provide sometimes some serious challenges, and I don't think I am brave enough to search for some new in the next version ;)

What has been done? There is a quick list of things, that I can recall right now:
- majority of graphical assets is ready
- majority of game logics is done (i.e. tuning, racing modes, profiles, autosave, etc.)
- majority of level-design is also done
- all GUI and HUD is almost 100% functional
- fixed, expanded and parametrized car physics
- implemented, but not parametrized post-processing effects (i.e. motion-blur)
- major changes in DIF collision system
- we also managed to work out an acceptable pipeline for model creation (DTS or DIF, this is the question!)
- lots of bugs fixed, some added ;)

The game should be hopefully finished next month, so there is not much time left, and there is still some serius programming that has to be done:
1. We have to optimize the DIF lightmaps system, which right now can eat all the available system memory. This is something, that we are working on right now.
2. AI is almost ready, but there is a bug whith cars teleporting.
3. Audio streaming - well... music is a good thing... isn't it? ;)

Of course those three points are not everything that has to be done, but I think that these are the biggest (known) problems that we have to resolve. The rest should be much easier.

#1
02/11/2009 (4:24 pm)
wow that looks real good its like the next need for speed game. :P
#2
02/11/2009 (4:38 pm)
This looks really great Robert! Video! video! video! :)
#3
02/11/2009 (5:26 pm)
Yeah, I second the video. I would love to see the game in action!

And if you have an external page link to your game, let me know, and I'll put this up on the Powered by Torque page.
#4
02/11/2009 (6:57 pm)
Quote:- major changes in DIF collision system

You got me curious here. What changes?
#5
02/11/2009 (9:24 pm)
Looks really nice, can't wait to see a demo...
#6
02/11/2009 (9:50 pm)
If you need any hip hop or dirty south beatz let me know, I might have something nice for this game. how much? how does free sound?
#7
02/12/2009 (12:46 am)
Images are gone?
#8
02/12/2009 (1:52 am)
Thanks for all the good words!

@Tom, Deborah: I will try to make that video happen, but not right away - not enough resources ;). I hope I will be ready to provide it, when we finally get the lighmaps work the way, we want them to work. It should be in a week or two, and I hope I will be ready to post another blog then.

@Deborah: As soon as the web site is ready, I will let you know.

@Adib: I am not here an engine programmer, so I don't know all the technical details. We had a problem with exporting DIF models. Although we managed to work out a pipeline to provide DIF models that rendered correctly, we had problems with collisions. The exporter seemed to export corruted collision data. We solved this problem, by adding polysoup collisions to DIF models.

@Ebonixs: I'll contact you ;)

@James: Sorry for that. I fixed the links.
#9
02/12/2009 (12:49 pm)
Wow, that looks really good. Put some sportier/more exotic cars in there (Lamborghini and Ferrari style) and I would be even more interested in this than I already am now.
#10
02/13/2009 (8:47 am)
Well, that's the only thing we actually can't change Ajari. This is quite a cult car in Poland and the most important element in the game. You can google it using keywords 'fiat 126p', if you are interested.
#11
02/13/2009 (8:50 am)
If you want to stay up to date with progress of this game please visit our website
#12
02/13/2009 (3:02 pm)
Nice looking game!
Did you develop the other games on your website with Torque or with your Flexible Reality Simulation engine?

#13
02/13/2009 (3:34 pm)
The other games (including our latest: DWARFS) were developed with our own engine - FRS. Maluch Racer 3 is our first game developed with Torque.
#14
02/15/2009 (2:56 pm)
Robert, DWARFS looks really really really good.