One-button car game
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One-button car game
Official release! - Thanks motorsep and Spirit!
________________
Old youtube video
Less old youtube video
Latest trailer!
The only button you need to worry about is Space (+attack)!
Space accelerates forward, releasing space makes the car turn in the direction the wheels are lit blue.
Tell me about any problems you might run into, I'd really appreciate it. All ideas are welcome!
Have fun!
________________
Old youtube video
Less old youtube video
Latest trailer!
The only button you need to worry about is Space (+attack)!
Space accelerates forward, releasing space makes the car turn in the direction the wheels are lit blue.
Tell me about any problems you might run into, I'd really appreciate it. All ideas are welcome!
Have fun!
Last edited by Urre on Sun May 23, 2010 11:29 am, edited 2 times in total.
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Cool idea.
It is somewhat interesting, but the main challenge is to learn the controls. It's not really intuitive.
What is bugging me so far is that I have to restart often, because I'll make a "mistake" and the car will tumble on its side or roof. Thus I never see the end of the track (no reward) after like 20 tries. Sure, if I practiced this for 2 hours I would get better - it seems to mainly require a lot of practice, ie time.
It's cool to see how well it works technically though. Kudos for making it!
You shouldn't make the car explode when the player gets stuck, that would only punish them further. Rather reset them (put the car back on its wheels/the road) after 5 seconds or so.
In the middle of the map?
A lake; a parking lot with other cars; a forest; a radio tower; buildings.
It is somewhat interesting, but the main challenge is to learn the controls. It's not really intuitive.
What is bugging me so far is that I have to restart often, because I'll make a "mistake" and the car will tumble on its side or roof. Thus I never see the end of the track (no reward) after like 20 tries. Sure, if I practiced this for 2 hours I would get better - it seems to mainly require a lot of practice, ie time.
It's cool to see how well it works technically though. Kudos for making it!
You shouldn't make the car explode when the player gets stuck, that would only punish them further. Rather reset them (put the car back on its wheels/the road) after 5 seconds or so.
In the middle of the map?
A lake; a parking lot with other cars; a forest; a radio tower; buildings.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Yeah it has some of my awesomest CSQC in it, even though you don't see it ingame. I just took the current state of Twig and hacked the game in.
I'm really wondering about the controls and speed of the game. It's supposed to be really quick fun, but if it isn't intuitive and instantly fun, it's pointless. It should be fun enough to make restarting alot just fine, you're supposed to feel annoyed but intrigued enough to *want* to start over if you make a mistake anyway, to ensure the best possible run. I actually made it a lot easier than the original plan, but now I'm leaning towards making it harder again, because you're kind of supposed to think it's insane, impossible and stupid, but watching a youtube video of it in action where someone drives it like a regular car game (me) would push you to try harder!
Might not be for everyone
I'm still with you on it not being a gratifying experience enough, which I personally believe explosions and higher speed and whatnot would actually give, it'd be zany and lol-worthy, making it a fun experience even if you never actually finish!
I'm really wondering about the controls and speed of the game. It's supposed to be really quick fun, but if it isn't intuitive and instantly fun, it's pointless. It should be fun enough to make restarting alot just fine, you're supposed to feel annoyed but intrigued enough to *want* to start over if you make a mistake anyway, to ensure the best possible run. I actually made it a lot easier than the original plan, but now I'm leaning towards making it harder again, because you're kind of supposed to think it's insane, impossible and stupid, but watching a youtube video of it in action where someone drives it like a regular car game (me) would push you to try harder!
Might not be for everyone
I'm still with you on it not being a gratifying experience enough, which I personally believe explosions and higher speed and whatnot would actually give, it'd be zany and lol-worthy, making it a fun experience even if you never actually finish!
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Finished it from the second run! The first one I was almost there!
It looks awesome! It would make a great standalone game. With some nice sounds and some cartoonish graphics... eh...
*searching for drool icon"
It looks awesome! It would make a great standalone game. With some nice sounds and some cartoonish graphics... eh...
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Standalone release (removed), will spice it up with a readme at some later point.
Space to drive, F1-F4 toggle effects.
F1 - Night-mode with headlights
F2 - Rain
F3 - Clouds
F4 - Shadows
Tested on my laptop which has some simple Nvidia thing going on, runs fine with all effects except shadows. Shadows still fine on my gaming-rig.
Game starts with all effects off, always, unless you hax the config setup.
All content is GPL.
I'd be interested in hearing if this is worth pursuing more than what's in there right now. Growing kind of tired of it. As I see it it works as a quick fun game, even works at parties to some extent (been tested!)
My record is around 10.2 seconds.
Space to drive, F1-F4 toggle effects.
F1 - Night-mode with headlights
F2 - Rain
F3 - Clouds
F4 - Shadows
Tested on my laptop which has some simple Nvidia thing going on, runs fine with all effects except shadows. Shadows still fine on my gaming-rig.
Game starts with all effects off, always, unless you hax the config setup.
All content is GPL.
I'd be interested in hearing if this is worth pursuing more than what's in there right now. Growing kind of tired of it. As I see it it works as a quick fun game, even works at parties to some extent (been tested!)
My record is around 10.2 seconds.
Last edited by Urre on Sun May 23, 2010 11:30 am, edited 1 time in total.
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Magnitudes better, that tire colour change makes it much easier. I managed a round (30 seconds or something) and get much better now.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Not tested yet, will check it out when at home. Does the rain affects the physics/difficulty in any way ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I got some bug with r_shadows 2, posted this in DP IRC as I guess it is an engine issue but anyways here it is:
With r_shadows 1 I get very ugly artifacted shadows, but those I get in Quake itself too.
The r_shadows 2 shadows are not rendered in night-mode.
Managed to finish some rounds, ~20s is my record. A timer with 10th of seconds would be great to have onscreen all the time.
Are you looking for some music for the game? I am into free music and could probably recommend something fitting if you say what general genre/style (unless it is Dubstep...
).
PS: <Spirit> also, damn, this game shows how sucky my flatscreen actually is. ghosting trees
)
<Spirit> r_shadows 2 for the trees seems to be only rendered in an area smaller than my whole window
<Spirit> http://i.imgur.com/H3TV1.jpg
<Spirit> if a tree appears at the top of the screen, there is no shadow
<Spirit> at some point the shadow gets rendered with a cut-off, see shot
<Spirit> then it is rendered
<Spirit> and then later it gets cut off again
With r_shadows 1 I get very ugly artifacted shadows, but those I get in Quake itself too.
The r_shadows 2 shadows are not rendered in night-mode.
Managed to finish some rounds, ~20s is my record. A timer with 10th of seconds would be great to have onscreen all the time.
Are you looking for some music for the game? I am into free music and could probably recommend something fitting if you say what general genre/style (unless it is Dubstep...
PS: <Spirit> also, damn, this game shows how sucky my flatscreen actually is. ghosting trees
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Is there some kind of developer mode with godmode?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
No there is no godmode, the bomb was actually simply added because you'd get stuck on walls constantly. It was a fun thing, so I figured it should be the theme of the game
Thinking about it, I could add a godmode, which makes the bomb explode but not kill you, and the bomb would be able to re-explode after a second again.
The shadows getting cut-off issue you're having only happened to me when I had shadowmapping on, which is why I used stencil shadows in the release. Dunno about them not showing up in night mode, maybe also shadowmapping related? They show up for me, and all other computers I've tried on.
As for music, yes please! When I sent it to the school, I had some ripped music by Deadmau5 which fit great, so anything like that. Or dubstep
. Electro, electronic music in general, rules!
motorsep plans to make a release of this on his site, so poke him about the music, perhaps sooner than later, as I've given him the thumbs up for releasing without music, but I think he's trying to find free music himself. I'm sure he'd appreciate help finding it. I'm also on IRC every now and then!
I thought about adding a timer, but never did, maybe I should!
Thinking about it, I could add a godmode, which makes the bomb explode but not kill you, and the bomb would be able to re-explode after a second again.
The shadows getting cut-off issue you're having only happened to me when I had shadowmapping on, which is why I used stencil shadows in the release. Dunno about them not showing up in night mode, maybe also shadowmapping related? They show up for me, and all other computers I've tried on.
As for music, yes please! When I sent it to the school, I had some ripped music by Deadmau5 which fit great, so anything like that. Or dubstep
motorsep plans to make a release of this on his site, so poke him about the music, perhaps sooner than later, as I've given him the thumbs up for releasing without music, but I think he's trying to find free music himself. I'm sure he'd appreciate help finding it. I'm also on IRC every now and then!
I thought about adding a timer, but never did, maybe I should!
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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