Mini#37 - Arcade Racer
by Dale Best · 03/26/2007 (3:52 am) · 29 comments
Genre :
Arcade Racing/Racer
Title :
MINI#37 Arcade Racer
Engine :
Torque Game Engine 1.5
Tools :
3DS Max 7 | Photoshop CS | Deled | C++ | Torsion
Crew :
3 Artists | 3 Programmers
Location :
South Africa
Price :
Freeware
Studio :
LumaArcade
Platform :
PC | Windows 98 / XP / 2000
Min. Specs :
TBA
Rating :
TBA
Gameplay :
Single player and multi player (4 players).
Release Date/s :
1 November 2007
----------------------------
Downloadable content :
FMV:
www.mini.co.za/MINI37/images/MINI37.zip
----------------------------
Links :
www.luma.co.za
www.greatgamesexperiment.com/game/mini37
----------------------------
Screenshots:
- see third comment below
Screenshots are from Stage 1 (Alpha) of development/release.
The next two stages are going to be available to the public (free), dates TBA.
Soulfrog
Lead Artist,
LumaArcade
All Rights Reserved.
Arcade Racing/Racer
Title :
MINI#37 Arcade Racer
Engine :
Torque Game Engine 1.5
Tools :
3DS Max 7 | Photoshop CS | Deled | C++ | Torsion
Crew :
3 Artists | 3 Programmers
Location :
South Africa
Price :
Freeware
Studio :
LumaArcade
Platform :
PC | Windows 98 / XP / 2000
Min. Specs :
TBA
Rating :
TBA
Gameplay :
Single player and multi player (4 players).
Release Date/s :
1 November 2007
----------------------------
Downloadable content :
FMV:
www.mini.co.za/MINI37/images/MINI37.zip
----------------------------
Links :
www.luma.co.za
www.greatgamesexperiment.com/game/mini37
----------------------------
Screenshots:
- see third comment below
Screenshots are from Stage 1 (Alpha) of development/release.
The next two stages are going to be available to the public (free), dates TBA.
Soulfrog
Lead Artist,
LumaArcade
All Rights Reserved.
#2
Cool looking game, and even better... it's FREE!
Really dosen't look like TGE... congrats!
btw, use [ image ] [/ image] (without spaces) for images
03/26/2007 (3:58 am)
Hey,Cool looking game, and even better... it's FREE!
Really dosen't look like TGE... congrats!
btw, use [ image ] [/ image] (without spaces) for images
#3
03/26/2007 (4:04 am)
Thanks Joseph - I think everything is working now.
#4
Nice work!
03/26/2007 (4:23 am)
Woah, looks ver nice! Is the car in the selection menu a 3d car or a 2D image? If 3d, would like to know how you did it? Just by adding a new GameTSCtrl to it and load in there the shape?Nice work!
#5
Great work - so why do you make it free?? ;)
03/26/2007 (5:02 am)
Whoa, looks amazing!! And not "Torque-like" at all! :)Great work - so why do you make it free?? ;)
#6
Thanks :)
The car in the selection menu is done using GuiObjectView (which inherits from GameTSCtrl). The car / ground / reflection are DTSes (base + mounts) with a rotation animation sequence applied to them, and added to the GUI through that control.
03/26/2007 (5:03 am)
@ MartinThanks :)
The car in the selection menu is done using GuiObjectView (which inherits from GameTSCtrl). The car / ground / reflection are DTSes (base + mounts) with a rotation animation sequence applied to them, and added to the GUI through that control.
#7
EDIT: Was there a lot of C++ editing for this? TGEA perhaps?
03/26/2007 (5:33 am)
Dude, is this really TGE!? Is this really FREE!? Are you crazy? Looks fantastic! Very professional and nicely finished! This is definitely one for the TGE screenshots pages! 5 stars for this one :-DEDIT: Was there a lot of C++ editing for this? TGEA perhaps?
#8
If the game play is as polished as the look, you will really have something there.
03/26/2007 (8:36 am)
Very well done, don't know what else to say. Simply fantasticIf the game play is as polished as the look, you will really have something there.
#9
MINI 37 is an episodic racing game, and every couple of months or so, two new levels will be released. May this year will see episode one, which will include Newtown which is a part of downtown Johannesburg, a city in South Africa (as seen in the screenshots above) as well as Cape Town, also in South Africa. Each city will consist of three tracks. New cars will also be available as patches or as part of the next release. All the MINI vehicles will be available, as well as vintage MINI'S and some hotted up MINIs like the GP and JCW for unlocking. (in Tournamnet mode). Reverse tracks etc will also be unlocked. Arcade mode (Quick Race) will consist of knockout and checkpoint racing.
We are developing this project for MINI South Africa, and if there are enough registered users and enough interest in the project, it will continue to grow. (By registering, you will have access to freely download the game, get updates, eventually be able to post your best times etc.)
www.mini.co.za/MINI37/images/MINI37.zip
03/26/2007 (8:42 am)
Leroy > We are using TGE 1.5. and have tinkered under the hood quite a bit. As for making the game freely downloadable, the concept is basically this:MINI 37 is an episodic racing game, and every couple of months or so, two new levels will be released. May this year will see episode one, which will include Newtown which is a part of downtown Johannesburg, a city in South Africa (as seen in the screenshots above) as well as Cape Town, also in South Africa. Each city will consist of three tracks. New cars will also be available as patches or as part of the next release. All the MINI vehicles will be available, as well as vintage MINI'S and some hotted up MINIs like the GP and JCW for unlocking. (in Tournamnet mode). Reverse tracks etc will also be unlocked. Arcade mode (Quick Race) will consist of knockout and checkpoint racing.
We are developing this project for MINI South Africa, and if there are enough registered users and enough interest in the project, it will continue to grow. (By registering, you will have access to freely download the game, get updates, eventually be able to post your best times etc.)
www.mini.co.za/MINI37/images/MINI37.zip
#10
-how many people worked on it
-how long did it take
-what problems did you run into
-why did you choose TGE
-etc
03/26/2007 (9:25 am)
This is looking great! Very profesional. Can't believe this is TGE 1.5. I'm wondering if you guys fixed some of the issues with TGE and racing games, guess I'll have to try it when its out. You guys should defenetly write a post mortem here when its out. I'm sure a lot of people around here would be interested in information like:-how many people worked on it
-how long did it take
-what problems did you run into
-why did you choose TGE
-etc
#11
I suppose modifications you made to TGE are not Mac compatible? 8-P
03/26/2007 (11:00 am)
AWESOME!I suppose modifications you made to TGE are not Mac compatible? 8-P
#12
03/26/2007 (11:19 am)
Nice game, looks just like TGE 1.5. (I hate hearing the inverse, because those who can't believe it shouldn't be making games if they think an engine can't handle a little art)
#13
03/26/2007 (2:00 pm)
This looks great guys! Can't wait to play.
#14
What changes have you made to the engine?
Congrats!
03/26/2007 (2:51 pm)
omg this looks amazing!!What changes have you made to the engine?
Congrats!
#15
03/26/2007 (5:40 pm)
That is quality!
#17
To all : Thanks for the positive and uplifting feedback, the whole team appreciates it.
Luke Lamothe is the Lead Programmer on this project and will handle all the engine/tech based queries.
Everything art/marketing/gameplay related will be found under my name (Dale Best). That being said here are some art/production orientated replies:
Ward De Langhe:
How many people worked on it? :
Apart from our Sound Engineers/Composers (2) our Producer (1) our FMV/Cutscene Artists(4 or so) we have 3 dedicated (full time)artists, 2 dedicated (full time) programmers and some additional programming/tools help.
How long did it take? :
We are on week[edit - whoops] 14. All resources have mellowed and matured at their own pace, some over the time alloted to them, others frantically last minute.
What problems did you run into? :
Many. We will definitely be doing an in depth Post Mortem/s and tutorials once the product is complete.The probability of us releasing content packs (models + textures + code) is also very high.
03/27/2007 (3:12 am)
Dunno why my last post isn't showing up so I am re-typing it ( as best I can remember). To all : Thanks for the positive and uplifting feedback, the whole team appreciates it.
Luke Lamothe is the Lead Programmer on this project and will handle all the engine/tech based queries.
Everything art/marketing/gameplay related will be found under my name (Dale Best). That being said here are some art/production orientated replies:
Ward De Langhe:
How many people worked on it? :
Apart from our Sound Engineers/Composers (2) our Producer (1) our FMV/Cutscene Artists(4 or so) we have 3 dedicated (full time)artists, 2 dedicated (full time) programmers and some additional programming/tools help.
How long did it take? :
We are on week[edit - whoops] 14. All resources have mellowed and matured at their own pace, some over the time alloted to them, others frantically last minute.
What problems did you run into? :
Many. We will definitely be doing an in depth Post Mortem/s and tutorials once the product is complete.The probability of us releasing content packs (models + textures + code) is also very high.
#18
03/27/2007 (3:55 am)
absolutely outstanding!!
#19
03/27/2007 (5:56 am)
This a fantastic showcase of the power of TGE (albeit with a lot of tinkering). Regarding the episodic idea, sounds like a good idea, after all you have great bait to draw 'peeps in' in the first place ;0)
#20
The bottom line is: that is to be expected. You will always have to modify and customise the tools you have for specific tasks.
Being on a budget, you will be hard pressed to find a better engine than this. We downloaded and tested as many engines as we could that fitted into our budget, and this engine came out tops. Reasons: Its pretty solid: tried and tested. It has support for vehicles, although clearly it was designed for a first person shooter. It has a large community, and this forum has proven to be invaluable. The graphics capabality, even though - in its autumn years, is good. We wanted networking ability, and Torque has support for this feature.
03/27/2007 (8:06 am)
Sure we have had to do some tinkering, and will continue to do so as is needed. The bottom line is: that is to be expected. You will always have to modify and customise the tools you have for specific tasks.
Being on a budget, you will be hard pressed to find a better engine than this. We downloaded and tested as many engines as we could that fitted into our budget, and this engine came out tops. Reasons: Its pretty solid: tried and tested. It has support for vehicles, although clearly it was designed for a first person shooter. It has a large community, and this forum has proven to be invaluable. The graphics capabality, even though - in its autumn years, is good. We wanted networking ability, and Torque has support for this feature.

Torque Owner Dale Best
Default Studio Name