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  #11  
Old 06-17-2009, 10:57 AM
dawson345 dawson345 is offline
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Default More feedback from the Dawsonator!!!

Hey its been really cool talking to a programmer who actively responds and implements suggestions, your awesome man!

I just saw a couple of things that i hadn't picked up on so much before (perhaps I am becoming a little picky)
  • At the edge of the map the camera (when looking) is outside the grid.
  • I still had a bit of an issue getting right on top of the other lines made by the other racers (could be my own gamer skill)
  • HUGE MAPS!
  • I think a bug might be in place where if you or another race dies on your/their line then it doesn't disappear (the dead racers line)
  • Could you add diagonal directions, I understand this would be very complicated (AI and all)
  • Story mode? Difficulty increases but as you advance you can select upgrades
  • Textures on the grid surface? (Oil etc)
  • Power boost? (with refill)

i think this is an awesome game especially for a hand-held and it definitely feels good/great on the PSP. Thanks alot for developing SG57.
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  #12  
Old 06-17-2009, 11:49 AM
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The 2.01 update is awesome man! Nice work, for real. I've probably spent the most time playing this out of all the HBI:2 entries. So again, props.
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  #13  
Old 06-17-2009, 01:07 PM
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Thanks greg and dawson - I don't see a point in making a thread if you aren't going to ask for updates on ways to improve the game.

I have v3.0 almost complete - big additions guys hope you like them:

Done:
* Unlimited skins! modular skin support added, just make a folder and throw all the textures named respectively in it and have fun ^.^
- New skin added - 'Virtual Reality' theme by 0m3GA ARS3NAL
* Introducing 'uber-AI'. Look out for certain players! namely 'Master Greg', 'donkeyPS', '~-~GOD~-~', 'Jesus' and 'Einstein' as these players will not go down easily and will require some - no... ALL - of your cunning to defeat.
* New AI type added, this fella may 'confuse' you
* Camera bounded by the edges of the map
* Our big boy Recognizer has a new look, he's bad a$$ lookin now

Todo:
* Minimap
* Up to 30 Enemies
* Variable map size!

Thanks for all the support, once again. Tell me what you think!
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  #14  
Old 06-17-2009, 11:53 PM
Brick Brick is offline
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Quote:
Up to 30 Enemies
I noticed earlier that each LC has its own lights(that means 4 constant light sources),
you might consider adding lights on the map , because with 30 light sources your
game will run at 1fps(there's a hardware limit of 4).

Another option , is to disable lighting on the LCs.

Also , 30 models is possible , but you should use a draw-distance rendering system that
will handle everything(from particles to lcs) otherwise
the game will be unplayble.


Quote:
* Variable map size!
Are you using trees for the AI?
If you're not , you should consider doing it , and also split the tree to nodes & child nodes.

Also , the map is rendered dynamically like tiles? if yes , create a static meshbuffer pack your verts/indices (splitted by N childs if its actually huge ), and assign the
materials while you're loading resources.

Last edited by Brick; 06-17-2009 at 11:57 PM.
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  #15  
Old 06-18-2009, 12:12 AM
Brick Brick is offline
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Quote:
Originally Posted by PSPnoObmOd View Post
COOL! v3 sounds awesome! But the todo list doesnt seem that do-able by what Brick has said. But try, it will be UBER-AWESOME!
No , you got me wrong : it IS possible , but needs an efficient design which might require to re-write the whole project in the end.
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  #16  
Old 06-18-2009, 12:18 AM
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Quote:
Originally Posted by Brick View Post
No , you got me wrong : it IS possible , but needs an efficient design which might require to re-write the whole project in the end.
*stunned*
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  #17  
Old 06-18-2009, 04:41 AM
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Whatjootalkin bout brick



Tell me what you think:

A very 'epic' feeling to it...
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Last edited by SG57; 06-18-2009 at 04:52 AM.
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  #18  
Old 06-18-2009, 04:55 AM
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Todo:
* Minimap

Done:
* a whole lot
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  #19  
Old 06-18-2009, 06:09 AM
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Nice , but i would like to see it running with 30models , with the map 7/8 filled , 4+ enemy cycles collide every 3" , with particles spawn at about the same time , and all these lines rendered on map...hmm <10fps :-P.

If you plan to extend the "uber" mode to "cucumber", you need a new design :-P.
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  #20  
Old 06-18-2009, 06:13 AM
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Quote:
Originally Posted by Brick View Post
Nice , but i would like to see it running with 30models , with the map 7/8 filled , 4+ enemy cycles collide every 3" , with particles spawn at about the same time , and all these lines rendered on map...hmm <10fps :-P.

If you plan to extend the "uber" mode to "cucumber", you need a new design :-P.
You dont sound very impressed! Give him some encouragement not put him down
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