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Anyone Want to Make a Racing Game?page  1 2 3 4 
Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
02 Mar 2010 22:18


Hello. Since I've never posted here before, I think it would be a good idea to explain a few things about who I am, and why I've decided to post here. So:

My name, as it says there is Richard, and I'm an amiga fan. I use it today for writing in wordsworth 7, playing mortal kombat, and just messing around attempting to customise os 3.1 without breaking anything (the "without breaking" part is kind of hard.)

Not so suprising, right? That's a pretty normal thing to use an amiga for. What should surprise you, Is that I'm 16. Before I got one about two years ago, I'd never used one before, never seen one, except one Id mistaken for a "weird typewriter" in primary school, and never knew anyone who'd used one (but I never asked. Most would think it an odd question). What got the amiga to my attention?

Spaceballs - State of the art.

I found this one day on youtube, when I was just randomly going through videogame music. Then I saw that demo. I didn't even know what a demo was, and I was blown away. Then I looked up the machine it was running on - My God! It came out in 1985! how is that possible?

I had to get one. Eventually, I got a A500 + Sidecar out of a skip, what might be one of the luckest things ever to happen to me, because I only found it was there when I threw out a broken VCR.

It was amazing.

Now, I'm the owner of an Efika, and it sucks. Too much OS, not enough hardware. I was thinking, the amiga is never going to go anywhere good any more, until I found this project. I'm very very impressed that you're managing to do this, and i've been watching your progress since last year.

________________________

Now, on to buisness. I see there are already a couple of projects to make games for the natami. What I haven't seen, is a racing game. A good old fashioned, cars, track, lights turn green, racing game.

So, I've decided to make one. Now, I can do 3D models, and create texture maps for them, and I'm also right now learning about level design (though the level editor I use would be useless for this project), and I'm sure there are plenty of artist out there who'd be perfecty fine if I used their music. There's only one problem:

I cannot program. Not one bit. God knows I've tried, but C and C++ bore me to sleep. This is a huge roadblock and makes any chance of making a game impossible.

Now, this is where I ask for your help, and solid ideas are put down. Would anyone on this forum like to make a simple racing game? A few cars, lets say six. A muscle car, a convertable, a saloon (sedan), etc. Three racetracks. Whatever music can be licenced for free. Late playstation era graphics. Something where the Game assets (3D art) could be done by me in maybe three months.

Would any of you like to make it a reality?

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
02 Mar 2010 22:32


Hi Richard,

Welcome to the site.
You came to he right place. Here are many more people with "strange" computer attitudes like you. ;-)

I'm sure you will find someone joining you in this project.
If no one "outside" graps it then I'm sure we of tthe Natami team will ask you to do this project together with us ...
But I don't want to steal this coding oppertunity immediately, so lets see how many coders are still lurking around here.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
02 Mar 2010 22:44


Thank you for the welcome! I think I've found my niche here.

I know there will be someone here who thinks I have a good idea. And if not, well. There is always the atari messegeboards :).

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
02 Mar 2010 23:01


To be honest we were thinking about a Racing game ourselves.
Bartek we certainly agree on thsi idea with you.

Do you have some examples of your work / or how you would like the cars to look like?

Marcel Verdaasdonk
Netherlands

Posts 2089
02 Mar 2010 23:16


Hello Richard.

Welcome, I think you can ask around on Indie music developers on this site.

EXTERNAL LINK 
membership is free, it's a site for rating music.
be specific about your idea, and just for your info we have some music artist too here.(don't know if he has time)

I can code C++ but i wouldn't be able to build a game from scratch since i have no prior experience.
My forte is in analyzing and seeing the big picture.(too big a picture most of the cases)
Richard i am willing to help, but without someone to keep me on track i shouldn't help.

@Gunnar, no offense but don't spread yourself too thin, your one of the corner stones of this project.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
02 Mar 2010 23:31


Marcel Verdaasdonk wrote:

  I can code C++ but i wouldn't be able to build a game from scratch since i have no prior experience.
 

 
Experience is what you get doing it. :-)
 
Marcel, if you like to code a racing game then I would suggest that you go for it. If you want some experienced people guiding or reviewing your ideas/routines then I'm sure we can help you with this.
 
If you like to dp this then we can also provite you with coding examples. We cam give you sound/music player code. I can give you the code of 194x-Deluxe as example. Or other items like 3D or Voxel routines for background.

We will help you if you like doing this.

Cheers

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
02 Mar 2010 23:32


I do have some 3D work on this computer. The ting is though, these cars I have made are roughly 20,000 polygons each, and with insane texture sizes.
 
  Also, I was attempting to ape the style of gta vice city and gta III when I made them. They really shouldn't be used to judge what the racing game could look like.
 
  A partial VW Beetle engine, inaccurate and with a lot of parts missing:
  EXTERNAL LINK   
  BIG image of the almost completed VW:
  EXTERNAL LINK   
  three cars:
  EXTERNAL LINK   
  The white car, another LONG image, and borrowing car underbody texture from GTA IV temporarily:
 
  EXTERNAL LINK   
  Thats just a few things. I have more. But Like I said, these would be nothing like the natami racing game, too high polygon count and texture size, and interiors aren't needed.
 
  EDIT: It's amazing, I got a response so fast, very inspring. But i'm tired, it's nearly midnight here. I think I will sketch out a car design then go to sleep :) I'll talk some more tommorow, when I wake up.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
02 Mar 2010 23:40


Richard Maudsley wrote:

  I do have some 3D work on this computer. The ting is though, these cars I have made are roughly 20,000 polygons each,
 

 
Thanks for posting the nice pictures!
Yes, I agree with you. 20,000 polygons is quite a huge number.
You would need to trim this for a game.
I assume that for a fast playing game something like 1000-2000 polygons will make sense.
 
I think that with 1000 polygons you could make quite nice cars already. What do you think?
 
 
I think a 3D racing game would been real nice.
Many pof us liked the AMIGA racing games.
There were some real jewel amound them.
 

Marcel Verdaasdonk
Netherlands

Posts 2089
02 Mar 2010 23:43


Richard nice work, reminds me of something a classmate of me one's showed me he had made a drawing of a DB25 male connector out of boredom with 3019 line in ACAD.
 
  Most of your poly count is in the rounding of the objects i see.
  You know how PS2 graphics look right?
  Your image has about ten times more then a PS2 can show.
  Know where it matters is apparently a lesson we both need to learn Richard.
  Still that doesn't make it look less good.

I am in the netherlands it's even later here. :P

Laust Palbo Nielsen
Denmark

Posts 47
02 Mar 2010 23:56


Very nice work. It made me think of some models by Kenneth Fejer:

EXTERNAL LINK 
Maybe you can use them as inspiration for more work?

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 00:01


Ahh, i'm still awake. I'll be tired for college tommorow. Soon to be today.

Thank you all for the kind words and sugestions. The reason these models have such a high polygon count, is because I was origionaly making them for a very very over ambitious project. lets say "coming in 2025" is still over ambitious.

Anyway, If I was to remove things like detailed engines and underbodies, as well as car interiors I can get these models down to about 2000 polygons not including wheels. For natami, It would  be best I make entire new cars to fit within a 1000-2000 polygon limit, and 256x256 texture maps. I don't think damage modelling is feasible or even wanted, as I was hoping for a simple arcade style game.

Anyone here play ridge racer games in the arcade or PS1? I would Like to make a game like that, with better graphics and more varied types of cars.

Tonight I'll make a blueprint for a Muscle car. Sleep can wait.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 00:03


Laust Palbo Nielsen wrote:

  Very nice work. It made me think of some models by Kenneth Fejer:
 
  EXTERNAL LINK   
  Maybe you can use them as inspiration for more work?
 

 
  Wow! that makes me think of a PS1 with more graphics memory. Lots of reliance on the textures. Amazing how efficent it is.
 
  But I think we can do a bit better for polygon count. :)

Casey R Williams
USA

Posts 97
03 Mar 2010 04:01


I'm also always the artist looking for a coder.  Would love to help out should this start coming together.

Are there still any manifold modelers for the Amiga?  The only one I can recall was, I believe,  Tornado 3D.  Not only was it abandoned, but it needed a dongle to work.  I really wish the author would open source it (yes, I finally found him nearly 10 years later) but I see little chance of that ever happening.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 10:47


Glad to hear you want to help. Do you have MSN or an IRC channel you're usually on?

Oh, and sorry if this sounds stupid, but what's a manifold modeler? Some method of modeling other than the usual?

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 14:16


I just want to say I've sarted work on a 1000 polygon racing car. Car doors will not open, engine details will be texture only. I've got a wheel modeled now at 123 polygons.

Michael v. Parent
France
(Natami Team Member)
Posts 273
03 Mar 2010 14:28


I suggest that any project that we all undertake be always aproached in a very strategic manner that gets us and Natami the biggest return for the least amount of work.

I suggest that every game we make be aproached as an engine first and formost, and THEN as many eventual games (starting with a first of course)

Lets take the additional time to make sure code for this racing game is created in a manner to be understandible and flexible enough to adapt to other 3d games.

I propose that the engine AND the car racing game be created simultanously to a wipe-out style game. (Which I know that myself and others already expressed an interest in creating.)

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 15:08


You just reminded me of something. Was/isn't there a 3D starwars-like game in production? How hard would it be to adapt it to racing? I imagine the graphics code wouldn't need any alteration.

I agree that it is best to have one game engine for 3D, that can be adapted to many games. It's the most efficent use of manpower, something that is badly needed as it is.

I'm not sure that making them both simoltaniously is a good idea, atleast untill it can be demonstrated of a car driving and turning. Then the game engine could be designed considering both games.

Anyone who is interested in making this game with me, what would be a good file format for 3D models and textures? I Normally save in .3ds for models, .tga for textures, but this might not be appropriate for amiga.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
03 Mar 2010 19:47


Richard Maudsley wrote:

I've got a wheel modeled now at 123 polygons.

Do you only use triangles or could you also use Quads?


Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 19:55


Gunnar von Boehn wrote:

Richard Maudsley wrote:

  I've got a wheel modeled now at 123 polygons.
 

 
  Do you only use triangles or could you also use Quads?
 

Triangles. My software is kind of obscure and i've found no way to use quads. I think I'd prefer triangles anyway. Does the 3D core support quads? I thought only the sega saturn did.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
03 Mar 2010 20:03


Richard Maudsley wrote:

Anyone who is interested in making this game with me, what would be a good file format for 3D models and textures?

We curently use OBJ for model. TGA for texture is fine.


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