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MINI#37 FREE DOWNLOAD

by Dale Best · 11/07/2007 (2:32 am) · 28 comments

www.luma.co.za/mini37/track_summary_small/MINI37_logo.jpg


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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).

www.luma.co.za/images/rAge_06.jpgwww.luma.co.za/images/rAge_02.jpgwww.luma.co.za/images/rAge_03.jpgwww.luma.co.za/images/rAge_07.jpg
For more rAge pics, go to www.luma.co.za/article_mini37_article_rage.html

www.luma.co.za/mini37/track_summary_small/heading_4player.gif
www.luma.co.za//mini37/rAge/youtube.jpg>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.



www.luma.co.za/mini37/track_summary_small/heading_01_tracks.gif

www.luma.co.za/mini37/track_summary_small/mandela_bridge.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_mandelabridge.zip
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www.luma.co.za/mini37/track_summary_small/barbican.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_barbican.zip
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www.luma.co.za/mini37/track_summary_small/turbine_hall.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_turbinehall.zip
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www.luma.co.za/mini37/track_summary_small/camps_bay.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_campsbay.zip
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www.luma.co.za/mini37/track_summary_small/docks.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_docks.zip
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www.luma.co.za/mini37/track_summary_small/waterfront.jpg
Download Movie > www.luma.co.za/mini37/Episode_01_waterfront.zip
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www.luma.co.za/mini37/track_summary_small/heading_02_tracks.gif
www.luma.co.za/mini37/track_summary_small/esplanade.jpg
www.luma.co.za/mini37/track_summary_small/icc.jpg
www.luma.co.za/mini37/track_summary_small/sandton.jpg
Download Movie > www.luma.co.za/mini37/Episode_02_sneakpeak.zip
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Homepage > www.luma.co.za/

luma.co.za/mini37/dale_sig_nag.jpg.
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#21
11/08/2007 (3:05 pm)
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.
#22
11/08/2007 (10:29 pm)
@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
#23
11/09/2007 (5:04 am)
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!
#24
11/13/2007 (4:07 am)
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.
#25
12/20/2008 (10:50 pm)
This is a fantastic game and you guys have done an amazing job but I have a question, is this the same game that started life as ClubSilo using the Blender game engine?

If so then what made you make the switch to Torque? Was the BGE simply not up to the job?
#26
01/07/2009 (11:43 pm)
@Jim.
Yup, MINI#37 certainly started life conceptually as ClubSilo. How did you make the connection?
#27
01/13/2009 (2:29 pm)
@Dale

I was just doing some research into how powerful, or not, the Blender game engine is and whether it would be suitable for a game I have in mind.

While looking around for examples I came across ClubSilo as by far the most polished game I could find. The art work reminded me of something I had seen over here at GG so after a bit of poking around I found Mini#37 and made the connection to Luma.

I was actually looking to see if I could use BGE instead of Torque and was looking to see if anyone had already tried it. I guess LumaArcade's decision to move to Torque pretty much answers that question.
#28
01/14/2009 (12:56 am)
@ Jim.
I guess you answered your own question. :-)
The BGE has certainly improved by leaps and bounds since we used it though. (2006). Blender is a great app, and certainly worth a look at, and the fact that the GE is built right in the 3D app is great.
TGE is without doubt much more robust.
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