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Darkwind, development keeps going on

by Stephan - viKKing - Bondier · 03/29/2007 (5:35 am) · 4 comments

If you ever kept an eye on Darkwind: War on Wheels development, maybe you noticed we went in closed beta, hence every public activity has stopped.
It has been a period of decisions, like for example, selecting a pricing structure and model, reviewing the planning and scheduling of some features, or even modifying the entire storyline date and time.
We also introduced a few new bugs *ahem*, features I mean ;-), well nothing we won't be able to manage.
Sam has made outstanding progress on the code side compared to the little free time he had.

The Squad system is fully working and you can either select to fight AI or players, on the surroundings of towns. You are no able to loot opponents equipments and to propose it for trading in Marketplaces.
You are no more limited to the racing tracks, and it is time to elaborate new combat tactics.

On my side, a few things came in to slow me down seriously. I've been spending time on things I should have not too.
I also thought Sam would be longer on the coding side... damn it.

The world in Darkwind is expanding with the wilderness, an unfriendly place, you'll have to deal with, when travelling from town to town. You will certainly meet road pirates one day, or become on of them and ambush traders.
A reputation and fame system has been integrated to cover such things; attacking traders will reduce your reputation. Are you already feeling the darkside of the force?

Travels are going to be the next beta phase - as soon as I done enough maps and towns - and are handled through a very nice scrolling map, you can control from your web browser.
As a reminder, the game is managed through a web browser and the game client (TGE + TLK).

This blog was mainly intended to post screenshots...
Special thanks to Tim Aste for inspiring me on the overpass.

There is more in these screenshots than outdoor and terrain, can't you see the invisible AI nodes?

Highway to Hell
frekkr.jmnos.com/DwDev/20070329/HighwayToHell.jpg
frekkr.jmnos.com/DwDev/20070329/HighwayToHell002.jpg
Interstate Mythos
frekkr.jmnos.com/DwDev/20070329/InterstateMythos.jpg
frekkr.jmnos.com/DwDev/20070329/InterstateMythos002.jpg
Lost Oasis (edit: yes it is there! in the background, you can guess it)
frekkr.jmnos.com/DwDev/20070329/LostOasis.jpg
Road to Elmsfield
frekkr.jmnos.com/DwDev/20070329/RoadToElmsfield.jpg
Road to Somerset
frekkr.jmnos.com/DwDev/20070329/RoadToSomerset.jpg
Scattered Grounds
frekkr.jmnos.com/DwDev/20070329/ScatteredGrounds.jpg
frekkr.jmnos.com/DwDev/20070329/ScatteredGrounds002.jpg
Edit: fixed wrong url tags
Edit2: added pics for Highway to Hell, Insterstate Mythos and Scattered Grounds.

#1
03/29/2007 (7:24 am)
Mad Max strikes back. Screenshots seem to be too red for my eyes. I think you should perhaps go easy on the saturation. World seems to be almost lava-red.
#2
03/29/2007 (10:51 am)
Yeah, it possibly looks a bit overboard in the last couple of images- but you wouldn't normally be viewing that far into the distance, the camera would usually be closer to the ground in order to view the action, so you'd get this sort of effect:

www.dark-wind.com/images/gg/dust-track.jpg
www.dark-wind.com/images/ss/ss9.jpg
You can almost feel the powerslide in this one too ;)
#3
03/29/2007 (11:59 am)
Heh! Sam! don't post your pictures in my blog! ;-)

For the last 2 (Scattered Grounds), this map is largely covered with a dense fog; a feature I was looking to add to the overall feeling of the map.
You are not supposed to look that far away, but a screenshot of that map closer without vehicles would be senseless.

Thanks for the feedback.
The red sand and dust are a visual effect that was decided for this part of the world.
I also noted pictures would look more red than they are on non LCD monitors.
#4
03/29/2007 (1:02 pm)
Just adding 2 more screenshots of a new terrain.

Road to Gateway
frekkr.jmnos.com/DwDev/20070329/RoadToGateway.jpg
frekkr.jmnos.com/DwDev/20070329/RoadToGateway002.jpg