New project logo

By poyeyo February 7th, 2013, under Design

After some time off, it is time to keep working on the project!

First, i have to make a new logo, that will also be the new icon for the executable and the website.

Draft version:

Logo blueprint

Flat version:

Logo

Now, add some effects:

Logo 3D Chrome

And another try, a little less metallic:

Logo 3D

Done!

I used Axialis Icon Workshop to generate the Windows icons.

3D Car (early stage)

By poyeyo March 23rd, 2012, under Screenshot saturday

This is the unfinished car in Blender, with seat and front light sockets, and some transparent parts.

This is how it looks in the game (textures were not exported correctly):

Untextured car

Missing stuff: A tire model to be plugged in the game. Hopefully done by the next week.

In game car

By poyeyo December 31st, 2011, under Screenshot saturday

The car is just a placeholder, I have added keyboard input and basic movement.

Car Design

By poyeyo December 3rd, 2011, under Screenshot saturday

No updates in the actual game, so I’m uploading a design I did for the cars in the game.

It’s intended to look fast and strong enough to resist a front crash, but somehow the drawing resulted in looking fast only.

Seems to be inspired by Nightrider, and Meteoro.

Making the car in clay resulted in this:

Now I need to make it appear in the game…

Textured Grid and walls

By poyeyo November 26th, 2011, under Screenshot saturday

Switched from the shaders-grid to a texture-grid, and added walls.

Now I have the Arena, working on the gladiators.

Aliased Grid

By poyeyo November 12th, 2011, under Screenshot saturday

I’ve got a grid!

Still trying to figure out how to avoid antialiasing in the shader.

Yet another arcade racing game?

By poyeyo September 1st, 2011, under Inspiration

So, after many years only playing games, now I want to make a game. I have decided to try to do a racing game.

Why racing?

Because I have this:

Logitech G25 steering wheel

Logitech G25 steering wheel

And I enjoy using it. A great deal. I do plan the game to be compatible with keyboard, mouse, gamepad, etc, but I want to play with my wheel.

Why arcade racing?

We have lots of arcade racing games already, some of them very good. We have the NFS series, we have Test Drive series, and we have the Burnout series (and probably lots of other good arcade racers).

However, the only alternative to arcade racing is simulator racing. And we have iRacing. There’s no way I can do anything as good as iRacing, even Sony with their might only managed to do Gran Turismo 5, and iRacing is still better.

GT5 has PS3 exclusivity, and there are way more GT5 players than iRacing players, but I plan to do PC development, and there’s no way to out-sim iRacing on the PC.

As there are lots of arcade racing games and lots of styles, the only way to really think of something new and fresh is to go back to the basics and start from that.

Why do we race?

I enjoy racing in the iRacing simulator, trying to get the last lap one tenth of a second faster than the last lap. I enjoy passing other cars. I enjoy passing other cyclists on the road. I enjoy getting close to them, chasing them. Lots of simracers share this joy with me.

We all have some basic brain wiring about chasing and running away, that is very important for survival. We needed to chase and hunt, and we needed to run away from more dangerous predators.

In normal life we don’t have the chance to use these instincts, so we get road rage and suffer in traffic jams. We enjoy real racing, and we enjoy playing racing games.

But the games with chasing like the cops-and-speeders¬†game-play¬†are the most addictive, as chasing and hunting instincts are at full there, you aren’t just trying to pass someone, you are hunting him down.

So I want a chasing game, with powerful cars, and hunting techniques. I want ambushes, tricks and traps, and hunted cars.

And I hope some day to make a living out of making videogames.