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MINI#37 FREE DOWNLOAD

MINI#37 FREE DOWNLOAD
Name:Dale Best
Date Posted:Nov 07, 2007
Rating:5.0 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Dale Best

Blog post




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Download MINI#37 Episode 01 absolutely free: > www.mini37.com

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rAge! 2007. Over 17 000 people. Three frenetic days. MINI#37 played more than 2000 times.

The small LumaArcade www.luma.co.za/article_mini37.html development team set up our stall at the expo. We installed a 4 player multiplayer rig, and watched (in shifts) as the game was played over 2000 times. We gathered a lot of info from this 'playtest' and then went back to the studio, and implemented some tweaks and small changes. The game, did not experience a single crash over the 3 days (although it was running on our equipment which was tested throughout our development process).






For more rAge pics, go to www.luma.co.za/article_mini37_article_rage.html




>www.youtube.com/watch?v=98roi0sit_k

MINI#37 is an episodic racing game. Episode 01 will be available for download in November 2007 from www.mini37.com. (Current site is interim). It will be available at no cost. The website will hold a leader board, and each players WORLD RANKING. Players are able to upload their current race and lap times. The site will collate your position, publish it to the leader board, and then send that info back into the game, displaying your ranking in each track. Real world competitions will be held, with great prizes from holidays to cool gadgets to be won.








Download Movie > www.luma.co.za/mini37/Episode_01_mandelabridge.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_barbican.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_turbinehall.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_campsbay.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_docks.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_waterfront.zip
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Download Movie > www.luma.co.za/mini37/Episode_02_sneakpeak.zip
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Homepage > www.luma.co.za/


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Chris "DiGi" Timberlake   (Nov 07, 2007 at 10:56 GMT)
Um . . Wow. GarageGames should put some of these pics up for the TGE Screenshots. Thats just beautiful. That game looks awsome!!!

David Janssens   (Nov 07, 2007 at 11:19 GMT)
Nice post. When counting the screenshots, you can now post 35 more times without having to include an image, as you have accumulated enough credits for that ;-)

Looks cool. Could you tell which version of Torque was used, and how you adapted the engine?

How did you choose the name Mini 37? The mini part I can figure out. I just don't think you tried 36 shitty versions of the game before you came out with this one.

Nebulagame Development Site
D-log

Tom Perry   (Nov 07, 2007 at 11:40 GMT)
Looks fantastc, easily one of the best things I've seen made with TGE :D

Andy Hawkins   (Nov 07, 2007 at 14:09 GMT)
Looks great - how much are the racing car rigs people are playing on?

Aun Taraseina   (Nov 07, 2007 at 14:59 GMT)
Looks terrific !

@David , My first guess would be that 37 has something to do with the car that the game is promoting. :D

Dale Best   (Nov 07, 2007 at 15:08 GMT)   Resource Rating: 5
David Janssens > We have used TGE 1.5

Car number 37, a MINI Cooper S won the 1964 Monte Carlo Rally against big muscle cars and other thoroughbred racing cars. The car shown below is one of the cars you can unlock in Episode 01, and is the namesake of the game. :-)



Andy Hawkins > Each rig cost approximately $ 2300.00. Why do you ask? :_)

Has anyone downloaded the game?
Edited on Nov 07, 2007 15:24 GMT

Stephan (viKKing) Bondier   (Nov 07, 2007 at 15:35 GMT)
@Dale: yes I did, the bandwith was rather slow though.
I have yet to switch to the Windows mode on my iMac to test it. Any Mac version planned?

Dale Best   (Nov 07, 2007 at 15:40 GMT)   Resource Rating: 5
Stephan > Not at the moment, although there has been talk regarding this issue...

Donald \"Yadot\" Harris   (Nov 07, 2007 at 15:44 GMT)
I will Dl this when I get home. This looks awesome. How long has this game been in development?

Dale Best   (Nov 07, 2007 at 15:48 GMT)   Resource Rating: 5
We started production on 1 December 2006. Episode 01 was completed in September 2007 - a 10 month period. Episode 02 is around 95% complete.

Ross Pawley   (Nov 07, 2007 at 16:28 GMT)
@Dale, really impressive stuff you have there! I'm curious, what did you do for the vehicle collisions?

Luke Lamothe   (Nov 07, 2007 at 16:39 GMT)   Resource Rating: 5
@Ross

Did you skip over my post in your very own [b]Vehicle/Rigid Collision Fixes[b] thread? ;)


www.garagegames.com/mg/forums/result.thread.php?qt=63305

Just search for "mini" in there :)

Ross Pawley   (Nov 07, 2007 at 16:41 GMT)
Hah! No in fact, I had read that and I think I saw the game from there originally, but for some reason I totally forgot about it. Durr!

Luke Lamothe   (Nov 07, 2007 at 16:53 GMT)   Resource Rating: 5
No prob ;)

Hopefully I'll have some time to put together all of the changes that we did into a doc sometime in the next week or so... unfortunately I'm crazy busy on a new project with XNA at the moment and don't really have time for anything other than that right now :(

Some points that I can think of making off of the top of my head are:


-We only used rectangular bounding boxes for our cars, and kept the DIF collision geometry as simple as possible

-We kept the standard TGE polygon "find" functionality for collisions, but wrote our own collision detection code

-I *think* that we kept most/all of the collision reaction code the same, other than a few small tweaks

-We separated "static" (world) collisions from "dynamic" (vehicle) collisions, and made sure to process all dynamic collisions before the static ones for each vehicle (ie. it would be more acceptable for 2 vehicles to inter-penetrate for a single frame than for a vehicle to inter-penetrate with the world)

-We removed client-side collision detection

-We tweaked some prediction/interpolation stuff


That's all that my brain can recall at the moment. At the end of the day, quite a bit of what we did was from suggestions on the forums for things (ie. limiting max iterations, something to do with the friction I think, etc.), and then whatever still gave grief we just re-wrote piece by piece.

Try the game out and see if you are happy with the results. With the changes that we've made, we are able to have vehicle traveling around 150 units/sec (our worlds were built at a 2:1 scale, so you only actually travel about 75 m/s in "game space") and don't ever suffer from collision freezes or vehicles getting stuck in each other or the world (other than rare cases where multiple vehicle hit each other at very high speeds against the world, and even in that case, it resolves itself after a few frames).

David Hecker   (Nov 07, 2007 at 19:12 GMT)
Hi Dale

Well done to all of those involved - it's about time we put South Africa on the gaming map!

Good, clean, simple fun. And it looks great too!

Congratulations!

Ian Roach   (Nov 08, 2007 at 00:01 GMT)
Awesome stuff, Easily the best thing ive seen in either tge or tgea .

So much so i have a hard time believing its torque :), just goes to show what a good team can do with the engine.

PS: you got your own booth babes ? now you know youve made it big :)
Edited on Nov 08, 2007 00:02 GMT

Jaimi McEntire   (Nov 08, 2007 at 04:14 GMT)
Looks and plays great. Only one hiccup - I downloaded and installed it, and when I run it, I get the "Loading" screen. Then everything turns black. I hear some intro sounds, and it sits there with a blank screen. If I press enter, then it goes in and I get to choose the car, and it plays fine. I'm running a normal Vista build with an nVidia 8800gts with the latest drivers.

Leslie Young   (Nov 08, 2007 at 13:03 GMT)
Great work Dale and Luke.
I'm grabbing a copy now ;) Looking forward to episode 2, wanna try that loop thing :p

Dale Best   (Nov 08, 2007 at 15:53 GMT)   Resource Rating: 5
Jaimi > and others with same problem

* THE INTRO MOVIE IS BLANK *

The issue is a problem with the Indeo Codec we have used in the Intro CG movie. This will fix it for most users.

www.luma.co.za/mini37/MINI37_Episode01_Update_1.0.zip (1.7 MB)


And BTW, thank you to everyone for the positive response so far. I hope you enjoy the game.
:-)
Edited on Nov 08, 2007 15:54 GMT

Andy Hawkins   (Nov 08, 2007 at 21:47 GMT)
You guys should put the videos in ogg format so it's cross platform.

Andy Hawkins   (Nov 08, 2007 at 23:05 GMT)
Just played it - awesome!!! It's Gran Turismo made in Torque - excellent work and one of the best examples that Torque can make commercial games.

Luke Lamothe   (Nov 09, 2007 at 06:29 GMT)   Resource Rating: 5
@Andy

We originally were using the OGG movie playback, but we were having issues on some machines where it would play at like 1fps the second time around and could never come up with a solution for it.

See this thread:

www.garagegames.com/mg/forums/result.thread.php?qt=41185

Don Hogan   (Nov 09, 2007 at 13:04 GMT)   Resource Rating: 5
Well I have to say that it's incredibly well polished! I'm not able to comment too much on the gameplay, as racing games give me a little motion sickness. What little I did play felt good, though it's obvious I need to learn the maps to be competitive with the AI. ;)

The front end is really appealing, the navigation is intuitive, the car selection and customization is *great* - overall it's really well done and inspiring. Did you do custom code for the front end or is it all Torque GUIs?

A welcome addition would be a static screen or two explaining the general idea of some trickier things like the drifting. Not a full-on tutorial, more like a handy tip to point you in the right direction. (If it's there, please forgive me for missing it - I pretty much got distracted by all the pretty stuff and went straight to playing.)

Lastly, after watching the previews of Episode 2, I'm wondering if you continued with engine/code improvements? There seemed to be a few things that could either be engine or scripting, so I was just curious. It also looks great. =)

Well done!

Dale Best   (Nov 13, 2007 at 12:07 GMT)   Resource Rating: 5
Hi Don, with regards GUI, you can have a look at Herman's post :
www.garagegames.com/blogs/70162/13787

With regards the static screen explaining the powersliding, well, yes, there is such a graphic during the loading screens in ARCADE mode, but not in CHAMPIONSHIP mode, and its a valid point you make...

With regards Episode 02, I think it looks a little better based purely on the fact that we had built 6 tracks before the Episode 02 tracks. I guess the *art pipeline* just got to a point where we had stopped experimenting and just got on with the job, our methodology being locked down for world building.

Any engine / scripting changes would always have been done in Episode 01, with changes committed into it, and then any changes made merged with Episode 02. So in essense, the technology running Episode 01 is exactly the same as that running Episode 02.

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