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Yet another "I'm back" Blog...

by Dan Keller · 08/02/2011 (12:32 pm) · 7 comments

It's been a long time. How have you been?
-GLaDOS

It's surprising that it's been over 3 years since my last blog post. But (and I'm sure many of you can attest to this) school has this way of taking up time. I must say though, it's good to be back. Of course my other big problem was not having any workable ideas for a game. Until now, that is.

https://lh6.googleusercontent.com/-r6m-ypVuxnc/TjhEhY3QWmI/AAAAAAAAAB0/iUHLtw-k_7Y/s640/IMG_5522.jpg
But first, a picture of me lighting a staple on fire with a Tesla coil. College is awesome.

This game actually has kind of a funny story behind how I came up with it. It started maybe 4-5 years ago, when I saw Brian Richardson's Stupid WheeledVehicle tricks resource. At that time, I was more interested in FPS AI and pathfinding and such, so the extent of my coding was to implement basically everything on that page, and then to drive a blocky motorcycle on things thinking "wheeee i'm upside down!" and then shelve it and forget it was there.

Fast forward to early this year. A few relevant things have happened. I've started dating a huge Nintendo fan, and have spend many happy hours catching up on all the Mario Kart: Double Dash that I never played as a child. My mother, who used to be a bike racer, introduced me to competitive track cycling. Torque 3D was released. I got a job that involves coding every day, and I've gotten much better at it. I think you can see where this is headed.

https://lh6.googleusercontent.com/-ewCX6lk8Cm8/TjhEkL-Z4rI/AAAAAAAAAB4/Px_FkbPH-PI/s640/screen8.jpg
Figure 2: Where this is headed.

The final piece came when I was walking my dog and thought, "Man, ealy 60s futurism was awesome!" This was further cemented when I found Syd Mead's awesome work. Basically, he had a vision of the future that wasn't sterile white and drab, but colorful and inviting. So it was decided. I would make mario kart style casual racing game with anti-gravity motorcycle physics set in a retro-futuristic world, using track cycling rules and a slipstream/energy mechanic. The idea is to have a race where the player is awarded for being strategical, as opposed to punished for being hit with blue shells. (#$%& blue shells...)

https://lh4.googleusercontent.com/-vSoaCdFNYlE/TjhEo7_cjvI/AAAAAAAAAB8/jGPw4u3G6FM/s640/screen3.jpg
Pictured: retro-futurism.

The other, and the most major thing I wanted to accomplish was making a game that was fun and accesible so my friends would play it, but simple enough for me to actually finish it in my spare time.

Anyway, I'm sure the video is the part you've been waiting for. If a picture's worth 1000 words, and this video is 30 seconds long...



Also this.
https://lh3.googleusercontent.com/-KV8hEWDvH4M/TjhEo9LjcTI/AAAAAAAAACA/BxX-pF8bfmA/s640/screen2.jpg

#1
08/02/2011 (1:22 pm)
Retro-Futurism is Best Futurism!

Also top marks for creating R'lyeh and it's impossible angles! Physics is so overrated. ;)
#2
08/02/2011 (3:14 pm)
Excellent Dan! good to see you back!
#3
08/03/2011 (5:33 am)
Things like this are why I love this site and indie developers.
#4
08/03/2011 (9:40 am)
very, very cool... maybe even feature a real futuristic car... http://www.aptera.com/look.php and real futuristic buildings? http://www.youtube.com/phippsconservatory

#5
08/03/2011 (12:51 pm)
Thanks everyone!

@Maria: I'm bookmarking that car, and a greenhouse/atrium thing might work well for a level... thanks for that.
#6
08/05/2011 (12:29 pm)
Reminds me of one of my old favorites (but with better graphics):

#7
08/05/2011 (12:47 pm)
Love how you can drive upside down and sideways on the coarse!