Jump to content
We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.

Speeder

Modders
  • Posts

    571
  • Joined

  • Last visited

  • Days Won

    30

Reputation Activity

  1. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    @Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
  2. Like
    Speeder got a reaction from Djey in Horsepower   
    @Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
  3. Like
    Speeder reacted to TDUZoqqer in Horsepower   
    Ahh, that's what I thought. Had the volumetric clouds in mind ever since I've seen how """"""easy"""""" they are to setup (good look / implementation ratio-wise; 2D sky masks take just as long, they just doesn't look so nice), but I was told by various people that it actually is only suitable for Archviz/Rendering projects and not real time-calculations, like a game. It's probably possible to make it a GPU based particles emitter, but I don't have my head right now for improving my (barely existant :lol: ) environment. Probably gonna care about that a bit later. Gonna hit you up later when I am at this point myself :p
     
    Oh cool, as so, I can recomend you a tutorial series I found on Youtube. Although it's in Russian and he is using UE4, (and the videos are 1h+ each and there are like 15 of it; needed to watch them all, rip), it might come handy for other engines too.
    Иван Новожилов
     
    His tutorials work like a charm, and eventhough I barely passed my physics exam at school, the cars are really fun to play around with. (with a few tweaks for my needs)
     
     
    Also, found this really useful paper for physics builds:
    Car Physics
     
    Maybe it's useful, eventhough I think you already know what you're doing.
     
    Eitherway, looking forward for your progress!! :)
  4. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    @TDUZoqqer: right now it roughly takes 3.5ms per frame (with temporal reprojection enabled) at 1080p, which is expensive I have to admit. It should be possible to go below 1.5ms ([URL='http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf']as suggested by Guerrilla Games presentation[/URL]) with some optimization. I guess UE4 volumetric clouds implementation is based on this paper as well, so it should be viable to use these for high quality settings. :) Raycasting; as you already mentioned it's really hard to get stable constraint-based physics (well unless you write your own physics engine as the guys behind BeamNG did :D). My implementation is really basic right now (e.g. I only apply a single force on the hull, I don't support gearbox yet, ...) but is stable even at low framerate.
  5. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    I hope something as simple as a sandbox editor (like TDU challenge editor or Halo's Forge), in which you'd simply drag and drop entities and voila! :D
     

    Yeah that's the problem with C++. I'd love to add node-based scripting to make contribution easier, but I don't have enough free time to do so. :p
     
    I should setup a repo quite soon (on github or bitbucket) so that people can have a look at the code and (eventually) contribute to the project.
     
    Anyway some recent (visible) progress: volumetric clouds (with unfinished lighting) and anti aliasing (which still need some work)! I've also started reworking physics (which still need loots of work).

  6. Like
    Speeder got a reaction from Djey in Horsepower   
    I hope something as simple as a sandbox editor (like TDU challenge editor or Halo's Forge), in which you'd simply drag and drop entities and voila! :D
     

    Yeah that's the problem with C++. I'd love to add node-based scripting to make contribution easier, but I don't have enough free time to do so. :p
     
    I should setup a repo quite soon (on github or bitbucket) so that people can have a look at the code and (eventually) contribute to the project.
     
    Anyway some recent (visible) progress: volumetric clouds (with unfinished lighting) and anti aliasing (which still need some work)! I've also started reworking physics (which still need loots of work).

  7. Like
    Speeder got a reaction from Milli in Horsepower   
    I hope something as simple as a sandbox editor (like TDU challenge editor or Halo's Forge), in which you'd simply drag and drop entities and voila! :D
     

    Yeah that's the problem with C++. I'd love to add node-based scripting to make contribution easier, but I don't have enough free time to do so. :p
     
    I should setup a repo quite soon (on github or bitbucket) so that people can have a look at the code and (eventually) contribute to the project.
     
    Anyway some recent (visible) progress: volumetric clouds (with unfinished lighting) and anti aliasing (which still need some work)! I've also started reworking physics (which still need loots of work).

  8. Like
    Speeder got a reaction from F12Berlinetta in Horsepower   
    I hope something as simple as a sandbox editor (like TDU challenge editor or Halo's Forge), in which you'd simply drag and drop entities and voila! :D
     

    Yeah that's the problem with C++. I'd love to add node-based scripting to make contribution easier, but I don't have enough free time to do so. :p
     
    I should setup a repo quite soon (on github or bitbucket) so that people can have a look at the code and (eventually) contribute to the project.
     
    Anyway some recent (visible) progress: volumetric clouds (with unfinished lighting) and anti aliasing (which still need some work)! I've also started reworking physics (which still need loots of work).

  9. Like
    Speeder got a reaction from Milli in Horsepower   
    Project Horsepower
     
    Github | Roadmap | Twitter
     
    The project
    I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all).
    Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod).
     
    *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product

    The game


    Gameplay




    One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later.

    Physics



    I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism.

    Graphics



    Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do.

    Network



    Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam.
     
    Technical Stuff
    The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code).
     
    Screenshots
    [ATTACH]30731[/ATTACH][ATTACH]30732[/ATTACH][ATTACH]30733[/ATTACH]
     
    Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here. :D
  10. Like
    Speeder got a reaction from TIMELESS in Horsepower   
    Project Horsepower
     
    Github | Roadmap | Twitter
     
    The project
    I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all).
    Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod).
     
    *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product

    The game


    Gameplay




    One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later.

    Physics



    I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism.

    Graphics



    Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do.

    Network



    Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam.
     
    Technical Stuff
    The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code).
     
    Screenshots
    [ATTACH]30731[/ATTACH][ATTACH]30732[/ATTACH][ATTACH]30733[/ATTACH]
     
    Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here. :D
  11. Like
    Speeder got a reaction from Djey in Horsepower   
    Project Horsepower
     
    Github | Roadmap | Twitter
     
    The project
    I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all).
    Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod).
     
    *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product

    The game


    Gameplay




    One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later.

    Physics



    I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism.

    Graphics



    Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do.

    Network



    Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam.
     
    Technical Stuff
    The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code).
     
    Screenshots
    [ATTACH]30731[/ATTACH][ATTACH]30732[/ATTACH][ATTACH]30733[/ATTACH]
     
    Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here. :D
  12. Like
    Speeder got a reaction from Ryzza5 in Horsepower   
    Project Horsepower
     
    Github | Roadmap | Twitter
     
    The project
    I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all).
    Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod).
     
    *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product

    The game


    Gameplay




    One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later.

    Physics



    I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism.

    Graphics



    Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do.

    Network



    Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam.
     
    Technical Stuff
    The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code).
     
    Screenshots
    [ATTACH]30731[/ATTACH][ATTACH]30732[/ATTACH][ATTACH]30733[/ATTACH]
     
    Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here. :D
  13. Like
    Speeder got a reaction from F12Berlinetta in Horsepower   
    Project Horsepower
     
    Github | Roadmap | Twitter
     
    The project
    I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all).
    Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod).
     
    *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product

    The game


    Gameplay




    One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later.

    Physics



    I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism.

    Graphics



    Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do.

    Network



    Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam.
     
    Technical Stuff
    The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code).
     
    Screenshots
    [ATTACH]30731[/ATTACH][ATTACH]30732[/ATTACH][ATTACH]30733[/ATTACH]
     
    Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here. :D
  14. Like
    Speeder got a reaction from andrey zyb in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  15. Like
    Speeder got a reaction from JPTH in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  16. Like
    Speeder got a reaction from MagicV8 in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  17. Like
    Speeder got a reaction from Milli in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  18. Like
    Speeder got a reaction from Minime891 in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  19. Like
    Speeder got a reaction from andrey zyb in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    I definitely don't want to let your hopes down, but from what I can recall, we reached a dead-end since we did not have enough material to work on multiplayer races/clubs. :(
     
    I am also really busy with work and working on another hobby project as well (to put it short: a free open source moddable game dedicated to mmo racing games, might create a thread on the board when we reach a presentable state :D).
  20. Like
    Speeder got a reaction from MagicV8 in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    I definitely don't want to let your hopes down, but from what I can recall, we reached a dead-end since we did not have enough material to work on multiplayer races/clubs. :(
     
    I am also really busy with work and working on another hobby project as well (to put it short: a free open source moddable game dedicated to mmo racing games, might create a thread on the board when we reach a presentable state :D).
  21. Like
    Speeder got a reaction from Tobberian in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    I definitely don't want to let your hopes down, but from what I can recall, we reached a dead-end since we did not have enough material to work on multiplayer races/clubs. :(
     
    I am also really busy with work and working on another hobby project as well (to put it short: a free open source moddable game dedicated to mmo racing games, might create a thread on the board when we reach a presentable state :D).
  22. Like
    Speeder got a reaction from andrey zyb in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    Sounds like it's the same deal.
     
    I haven't launched TDU on Windows 10 yet but I am pretty sure they use the same kind of injection. :)
     
    @lean: if you read this, could you pm me back the irc address? HDD crash w/o backups happened :D
  23. Like
    Speeder reacted to CLR-GTR in D.R.I.V.E. has been Kickstarted! And we need you!   
    Yes, a new racing game needs some Kickstarting. It's called D.R.I.V.E., and I'm in the development team.
     
    A bit of history: our group was formed by a handful of people (including me) who were part of the TDU2 community. Each of us participated in the beta, each of us gave a lot of feedback, and each of us was disappointed with how little made it to the final game. So disappointed, that we decided to take on the challenge of making a racing game ourselves. And that's how we formed Input Games. Input, because the community will be very important in deciding what will be our next move with the game and its content.
     
    So what exactly is this game about? Well, you get to drive! In a lot of ways. Racing, delivery missions, pursuit missions, silly missions, alone, together with friends... it's very diverse. So is the list of available vehicles, from a 1.4 straight-4 hatchback to purpose-built race cars to classic icons, from trucks to convertible cruisers and from city buses to off-roaders. Order vehicles the way you want them to be: from yellow or black to radio or satnav, from 15-inch steels and plastic all over to 20-inch forged alloys and carbon fiber details. When you're done and the car is ready for delivery you can park it on, inside or under your property and admire it from there, or you can immediately head to the proving grounds facility and push it to its limits, or take nice pictures along the coast. Just keep it in one piece...
     
    The game will be set on a European island that might not always work with you in getting from A to B. Be sure to check if your route isn't flooded or blocked by a traffic accident, and be careful with routes taking you through tight residential neighbourhoods or cross-country. There will be all sorts of roads from highways to dirt trails, and not all of them are as smooth or well maintained as the others are. And expect the same diversity in the landscapes with dense forests, a snowy summit, farm lands and beaches.
     
    D.R.I.V.E. is a multiplayer game, but it won't force you to be with people you don't like. If you are trying to join the session a friend is in, you get priority over the other people instead of being thrown into random sessions. Organize road trips and car gatherings where you decide which brands and cars can participate. Complete challenges, with eachother or against eachother.
     
    So, why are we reaching out through Kickstarter? A few things:
    - People. We need them. We are a small team and at the current rate, we will not be able to get this game done before Diablo decides to no longer censor this four letter word which F1 is currently looking at. We need more modelers and coders to get the rest of our game to take shape. We've tried a lot in the past few years but without success. Going on Kickstarter shows we're serious about this and reaches an even larger audience.
    - Money. Ofcourse it's about money. Development resources both physical as digital cost money which we can't pay by ourselves. The engine, the equipment... it's not free unfortunately.
    - Exposure. Actually something that hopefully takes care of the two points above. We're on Kickstarter because we're serious about making this game and listen to the input from our future players.
     
    Are there rewards? Ofcourse there are! You can pledge from $5 onwards, with more rewards for higher donations. These include having your own designed vehicles, brands or buildings put into D.R.I.V.E., or even a trip to the Nurburgring together with us!
     
    Backing can be done through Kickstarter here: D.R.I.V.E. on Kickstarter
    You can view our homepage here: Input Games
    If you want to get in touch with us you can contact us through Kickstarter, Facebook or ofcourse by contacting me here.
  24. Like
    Speeder got a reaction from andrey zyb in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    Freeride will receive a tweaking in the next update. :) @jdm0: did you download the d3dx9_43.dll? (as specified in the readme.txt file provided with the mod)
  25. Like
    Speeder got a reaction from jdm0 in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    Freeride will receive a tweaking in the next update. :) @jdm0: did you download the d3dx9_43.dll? (as specified in the readme.txt file provided with the mod)
×
×
  • Create New...