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Discussion in 'Driving & Racing Games' started by TDUZoqqer, Sep 6, 2017.
The odometer on the dashboard really got me excited. Best of luck to you.
I can't hide my TDU roots! Thanks!
So folks, it was a little while ago when I last time posted about the progress. And I remember to have promised you a demo at the end of september. Well, turns out I was quite a bit overenthusiastic about that.
I mean, I've made great progress over the time, but no way I can manage to finish all the Demo in this one week now. Additionally to that, I have quite a lot to do real-life wise, in terms of projects and stuff, so I barely can fix easy bugs in my free time. Sorry. I will definitly release this year, but I can't tell you with precision when exactly it will be.
All I can say is, the demo is progressing well! I still have some logics to do before going onto optimizing and the beauty. I also already designed a very neat UI, so this will look really really cool at the end! Stay tuned I will keep you updated when I have news
Hello, small update time.
I keep it short as there is still a lot to do:
out of the 4 main customization panels of the demo, two are working 90%, one is not connected yet and one remains to be made. One of the "nicely progressed" panels has 3 logics issues left, although they aren't quite easy and require some time for a workaround. I'm on it. The second is mainly UI. The wheel panel still needs the sync buttons, but it's quite easy to do. The suspension tune menue will be made when the rest is finished, otherwise it won't make sense.
The not-connected panel needs tweaks in the main car file so this will have to wait till the end. Also, this one needs some extra logics for some circumstances, this will be literal nightmare to do.
Graphics looks very good (in my opinion). A lot is still dependent on me modeling the environment, for which I have no idea what it should be hah. This will come after the logics and UI of the menue is done. I won't post any pictures of the ingame graphics till the release so you won't be spoiled
Controls are working 98%. Some little tweaks here and there left. Keyboard and controller both supported now.
I hope to have the demo done this year. Most likely it will be the 31st of December, but still
Looks really cool, good luck man, hope you'll find some awesome people to build this project up!
send me a PM when you about to release and need file hosting
Thanks, will do, will take a little while till then though. Ill come back at it
Hallo herr, Das ist sehr toll!! That looks like a cool project. I also am making a game/ simulator software. I will be making a thread about it soon.
Good luck dude, Mega geil!!
Thanks! Cool, can't wait to see it
Just wanted to give you a sneak peak behind the scenes.
This is a function I was working and (I think) just finished.
This is the logics behind selecting a bodykit. Just selecting. Like, when you hover over a button this bodykit contains, without applying. "previewing" the bodykit before you purchase it. This badboy took me some day, a lot of nerves and even more coffee and cigarettes to complete. Who would have thought developing games is so difficult Just showing you so you won't be mad at me for not releasing 4 days ago. Sorry
PS: Before real game developers show up and tell me "hurr durr I would have make it in 2 hrs EZ". First of all, I am not a developer, I am a designer. I work visually by profession, and visual everything, that's how I spent my last 10 years with. Second, yes I know for such big tasks you better write code than visual scripting. But I don't know c++ so I develop all in blueprints eventhough it's not the best solution.
Graphics looks neato right now. I'm confident to have the graphics and environment setup done in a short time. Also I am working on the pause menue with settings right now, still a lot to do, but that's basically the last major menue to be created from scratch. Still have bugs here and there, but I'm on it.
hurr durr I would have make it in 2 hrs EZ /s
I should have seen that coming lmao
not game developer, but web application engineer, currently swamped by amount of projects going on
jokes aside, good luck on your project, let me know if you need support from turboduck, as this is a community project,
we will eventually upgrade the current system which will provide hosting functionality, that will be open for mod shop file upload
Just because I randomly create new features I think are quite cool, I will post this little update:
rims with weighted center caps eg. Rolls-Royce are now a thing. Took me way too long to figure out how to do that, but it works. It's pretty similar to how Need for Speed Underground 2 handled spinner wheels, just with a slight tweak.
Note to myself: I hate physics.
E: I abandoned this, though, as the engine has a bug in the way I place down the caps. So it's either not attached to the wheel (falls off the wheel) or the position is very laggy when car is moving. This bug exists since unreal engine 4.7 or so, which is 13 versions ago, so I doubt it will be fixed any time soon.
E2: found a workaround. works now. Although it's not the most elegant and efficient solution ever.
this is how I passed my Physics class
I failed physics. Badly. A good requirement for a completely physics based project I guess.
The thread is ready, here is its link: Various - A community project: "Around The Ground: Kish" [Official] .
The more I read your thread, the more I doubt if you are me... are you me? We kinda generally think just the same about the reason of our projects (TDU) and the stuff like that!! BTW, that is why I used a pre-made physics engine for my own video game!
Although I recommend C# instead of visual scripting, Alles sieht gut aus!
Nice! Gonna follow the thread now.
Hah, I am just an overenthusiastic piece of garbage who tries stuff he is not able to make But I guess as I have some knowledge about my project physics in particular, I will redo the physics from ground on one day or another. Or when the dude I watched the tutorials at releases his physics on the marketplace finally, I will get it, too. I perfer first, though.
Visual scripting is literal cancer. But I can't write code. At my work we all use Unity and I can't help because neither I use Unity nor can I code. lmao.
Nah, I think you have a good potential.
[ the emoji of PewDiePie with the "Hmm" figure ]
Btw, looking for more updates TDUZoqqer.
Guys I know I suck in 3D modeling, compared to what they are looking for (despite the fact I am a 3D artist by profession, it's my main job and I know their requirements and workflow better than they self), but... should I?:
Vehicle Artist - Playground Games