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Soul Challenger

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  1. Like
    Soul Challenger got a reaction from CLR-GTR in BEWARE - Demo Released!   
    Apparently it's only available for viewing in France and Germany. Sorry for that.
     

    Yeah, I'm thinking good AI can be fun - maybe more than real humans where there's always a percentage of bored ones that like to ram.
     

    Thanks for your feedback :) It's getting there... Applying for funding next month - hopefully a playable demo asap.
     
     
    Some news :nods: Been trying to implement terrain deformation since a long time - finally I have found a solution that has almost no negative impact on performance. So much more fun driving offroad now. Here's a small preview:
     

  2. Like
    Soul Challenger got a reaction from Rassva in BEWARE - Demo Released!   
    Apparently it's only available for viewing in France and Germany. Sorry for that.
     

    Yeah, I'm thinking good AI can be fun - maybe more than real humans where there's always a percentage of bored ones that like to ram.
     

    Thanks for your feedback :) It's getting there... Applying for funding next month - hopefully a playable demo asap.
     
     
    Some news :nods: Been trying to implement terrain deformation since a long time - finally I have found a solution that has almost no negative impact on performance. So much more fun driving offroad now. Here's a small preview:
     

  3. Like
    Soul Challenger got a reaction from Djey in BEWARE - Demo Released!   
    Apparently it's only available for viewing in France and Germany. Sorry for that.
     

    Yeah, I'm thinking good AI can be fun - maybe more than real humans where there's always a percentage of bored ones that like to ram.
     

    Thanks for your feedback :) It's getting there... Applying for funding next month - hopefully a playable demo asap.
     
     
    Some news :nods: Been trying to implement terrain deformation since a long time - finally I have found a solution that has almost no negative impact on performance. So much more fun driving offroad now. Here's a small preview:
     

  4. Like
    Soul Challenger got a reaction from TIMELESS in Your favourite driving games of all time?   
    SNES - Dirt Racer - https://www.loveroms.com/play-online/super-nintendo/dirt-racer-e/104361
    N64 - Top Gear Rally -
    Mac - Driver1
    PS2 - RBR (+TDU)
    PC - TDU
     
    Spent most time playing Driver (1999-2003) and TDU (2006-2011). RBR tought me to enjoy sim driving :)
     

  5. Like
    Soul Challenger got a reaction from CarMadMike in BEWARE - Demo Released!   
    @Diablo & @DJSalajutsu Thank you! It's really great help to get this kind of feedback. Also, I'm probably too deeply invested in this and lack distance so your opinion is very important. I'm a bit sad that not more people wanted to participate in the previous guessing game - but, maybe it's a good sign :D
     
     
    Well, time for some news!
     
    I've further perfected the AI driving, and because I'm finally quite happy with it, I started working on stopping maneuvers during the past months.
     
    Most games will just spawn many cars coming from all directions, mindlessly ramming the player. I wanted to do something slightly more advanced and try a quality over quantity approach. OK, so how do you stop a car with a single vehicle?
     
    After extensive testing, it appears that the most effective way, is to perform a PIT maneuver. But then what? I need the player car to be immobilized, at least for some time, so the mean blokes can exit their car(s) and finish the job. Ideally the player car would get pushed into slippery terrain where it will take time to recover - or get pushed into a tree/building/streetlamp dealing significant damage to the car. So I came up with this enhancement where the player car will be pushed right after the PIT is performed. It's called Pit n' Push :
     

     
    Side-ramming is quite fine too, but there have to be road-side objects present for it to work:
     

     
    Blocking doesn't really work with a single enemy car (+ it's somewhat annoying). With a heavier car it's better and I'll keep it, for once I start implementing multiple enemy car behaviours. For example: one car would block in front and another car at the back would perform a PIT.
     

  6. Like
    Soul Challenger got a reaction from Camel in BEWARE - Demo Released!   
    @Diablo & @DJSalajutsu Thank you! It's really great help to get this kind of feedback. Also, I'm probably too deeply invested in this and lack distance so your opinion is very important. I'm a bit sad that not more people wanted to participate in the previous guessing game - but, maybe it's a good sign :D
     
     
    Well, time for some news!
     
    I've further perfected the AI driving, and because I'm finally quite happy with it, I started working on stopping maneuvers during the past months.
     
    Most games will just spawn many cars coming from all directions, mindlessly ramming the player. I wanted to do something slightly more advanced and try a quality over quantity approach. OK, so how do you stop a car with a single vehicle?
     
    After extensive testing, it appears that the most effective way, is to perform a PIT maneuver. But then what? I need the player car to be immobilized, at least for some time, so the mean blokes can exit their car(s) and finish the job. Ideally the player car would get pushed into slippery terrain where it will take time to recover - or get pushed into a tree/building/streetlamp dealing significant damage to the car. So I came up with this enhancement where the player car will be pushed right after the PIT is performed. It's called Pit n' Push :
     

     
    Side-ramming is quite fine too, but there have to be road-side objects present for it to work:
     

     
    Blocking doesn't really work with a single enemy car (+ it's somewhat annoying). With a heavier car it's better and I'll keep it, for once I start implementing multiple enemy car behaviours. For example: one car would block in front and another car at the back would perform a PIT.
     

  7. Like
    Soul Challenger got a reaction from Djey in BEWARE - Demo Released!   
    @Diablo & @DJSalajutsu Thank you! It's really great help to get this kind of feedback. Also, I'm probably too deeply invested in this and lack distance so your opinion is very important. I'm a bit sad that not more people wanted to participate in the previous guessing game - but, maybe it's a good sign :D
     
     
    Well, time for some news!
     
    I've further perfected the AI driving, and because I'm finally quite happy with it, I started working on stopping maneuvers during the past months.
     
    Most games will just spawn many cars coming from all directions, mindlessly ramming the player. I wanted to do something slightly more advanced and try a quality over quantity approach. OK, so how do you stop a car with a single vehicle?
     
    After extensive testing, it appears that the most effective way, is to perform a PIT maneuver. But then what? I need the player car to be immobilized, at least for some time, so the mean blokes can exit their car(s) and finish the job. Ideally the player car would get pushed into slippery terrain where it will take time to recover - or get pushed into a tree/building/streetlamp dealing significant damage to the car. So I came up with this enhancement where the player car will be pushed right after the PIT is performed. It's called Pit n' Push :
     

     
    Side-ramming is quite fine too, but there have to be road-side objects present for it to work:
     

     
    Blocking doesn't really work with a single enemy car (+ it's somewhat annoying). With a heavier car it's better and I'll keep it, for once I start implementing multiple enemy car behaviours. For example: one car would block in front and another car at the back would perform a PIT.
     

  8. Like
    Soul Challenger got a reaction from TDUFREAK500 in BEWARE - Demo Released!   
    @Diablo & @DJSalajutsu Thank you! It's really great help to get this kind of feedback. Also, I'm probably too deeply invested in this and lack distance so your opinion is very important. I'm a bit sad that not more people wanted to participate in the previous guessing game - but, maybe it's a good sign :D
     
     
    Well, time for some news!
     
    I've further perfected the AI driving, and because I'm finally quite happy with it, I started working on stopping maneuvers during the past months.
     
    Most games will just spawn many cars coming from all directions, mindlessly ramming the player. I wanted to do something slightly more advanced and try a quality over quantity approach. OK, so how do you stop a car with a single vehicle?
     
    After extensive testing, it appears that the most effective way, is to perform a PIT maneuver. But then what? I need the player car to be immobilized, at least for some time, so the mean blokes can exit their car(s) and finish the job. Ideally the player car would get pushed into slippery terrain where it will take time to recover - or get pushed into a tree/building/streetlamp dealing significant damage to the car. So I came up with this enhancement where the player car will be pushed right after the PIT is performed. It's called Pit n' Push :
     

     
    Side-ramming is quite fine too, but there have to be road-side objects present for it to work:
     

     
    Blocking doesn't really work with a single enemy car (+ it's somewhat annoying). With a heavier car it's better and I'll keep it, for once I start implementing multiple enemy car behaviours. For example: one car would block in front and another car at the back would perform a PIT.
     

  9. Like
    Soul Challenger got a reaction from hassan1995 in BEWARE - Demo Released!   
    @Diablo & @DJSalajutsu Thank you! It's really great help to get this kind of feedback. Also, I'm probably too deeply invested in this and lack distance so your opinion is very important. I'm a bit sad that not more people wanted to participate in the previous guessing game - but, maybe it's a good sign :D
     
     
    Well, time for some news!
     
    I've further perfected the AI driving, and because I'm finally quite happy with it, I started working on stopping maneuvers during the past months.
     
    Most games will just spawn many cars coming from all directions, mindlessly ramming the player. I wanted to do something slightly more advanced and try a quality over quantity approach. OK, so how do you stop a car with a single vehicle?
     
    After extensive testing, it appears that the most effective way, is to perform a PIT maneuver. But then what? I need the player car to be immobilized, at least for some time, so the mean blokes can exit their car(s) and finish the job. Ideally the player car would get pushed into slippery terrain where it will take time to recover - or get pushed into a tree/building/streetlamp dealing significant damage to the car. So I came up with this enhancement where the player car will be pushed right after the PIT is performed. It's called Pit n' Push :
     

     
    Side-ramming is quite fine too, but there have to be road-side objects present for it to work:
     

     
    Blocking doesn't really work with a single enemy car (+ it's somewhat annoying). With a heavier car it's better and I'll keep it, for once I start implementing multiple enemy car behaviours. For example: one car would block in front and another car at the back would perform a PIT.
     

  10. Like
    Soul Challenger got a reaction from Eudemon in BEWARE - Demo Released!   
    :) Thank you! Unity does have a bad reputation but it's possible to squeeze some nice results out of it. So-far, I'm quite happy with it.
     

     
    Thanks a lot for your feedback and offered modeling help. Much appreciated :)
     
    --- Post Updated ---
     
    Made a video of me racing against an AI-controlled car:
     
    [media=vimeo]155246283[/media]
     
    Which car is player-controlled? Yellow or blue? :cool:
  11. Like
    Soul Challenger got a reaction from RobikV3 in BEWARE - Demo Released!   
    Thanks. That's music to my ears :)
     
    Yeah, I've been doing some sniffing around and this may sound pretentious and cheeky: it seems like I've got the most believable and fair (no cheats at all so-far) driving AI known to man :D
     
    Concerning the pursuers, they're kind of grotesque for now - but IMO better than an empty car. They're basically just ragdolls with their limbs constrained to the car and an extra bone to make the jaws jiggle when the car is bouncing around. Sometimes it looks as if they were drunk and singing :)
     
     

     
    I'm always happy to post here :) Great site and community.
     
     
     

  12. Like
    Soul Challenger got a reaction from Tobberian in BEWARE - Demo Released!   
    Thanks. That's music to my ears :)
     
    Yeah, I've been doing some sniffing around and this may sound pretentious and cheeky: it seems like I've got the most believable and fair (no cheats at all so-far) driving AI known to man :D
     
    Concerning the pursuers, they're kind of grotesque for now - but IMO better than an empty car. They're basically just ragdolls with their limbs constrained to the car and an extra bone to make the jaws jiggle when the car is bouncing around. Sometimes it looks as if they were drunk and singing :)
     
     

     
    I'm always happy to post here :) Great site and community.
     
     
     

  13. Like
    Soul Challenger got a reaction from Rassva in BEWARE - Demo Released!   
    Thanks. That's music to my ears :)
     
    Yeah, I've been doing some sniffing around and this may sound pretentious and cheeky: it seems like I've got the most believable and fair (no cheats at all so-far) driving AI known to man :D
     
    Concerning the pursuers, they're kind of grotesque for now - but IMO better than an empty car. They're basically just ragdolls with their limbs constrained to the car and an extra bone to make the jaws jiggle when the car is bouncing around. Sometimes it looks as if they were drunk and singing :)
     
     

     
    I'm always happy to post here :) Great site and community.
     
     
     

  14. Like
    Soul Challenger got a reaction from Camel in BEWARE - Demo Released!   
    Thanks. That's music to my ears :)
     
    Yeah, I've been doing some sniffing around and this may sound pretentious and cheeky: it seems like I've got the most believable and fair (no cheats at all so-far) driving AI known to man :D
     
    Concerning the pursuers, they're kind of grotesque for now - but IMO better than an empty car. They're basically just ragdolls with their limbs constrained to the car and an extra bone to make the jaws jiggle when the car is bouncing around. Sometimes it looks as if they were drunk and singing :)
     
     

     
    I'm always happy to post here :) Great site and community.
     
     
     

  15. Like
    Soul Challenger got a reaction from Eudemon in BEWARE - Demo Released!   
    Thanks. That's music to my ears :)
     
    Yeah, I've been doing some sniffing around and this may sound pretentious and cheeky: it seems like I've got the most believable and fair (no cheats at all so-far) driving AI known to man :D
     
    Concerning the pursuers, they're kind of grotesque for now - but IMO better than an empty car. They're basically just ragdolls with their limbs constrained to the car and an extra bone to make the jaws jiggle when the car is bouncing around. Sometimes it looks as if they were drunk and singing :)
     
     

     
    I'm always happy to post here :) Great site and community.
     
     
     

  16. Like
    Soul Challenger reacted to TIMELESS in BEWARE - Demo Released!   
    Now that is a car chase. Excellent stuff. Love the whole atmosphere of the game, so dark and creepy. Can't wait to see more.
  17. Like
    Soul Challenger reacted to Eudemon in BEWARE - Demo Released!   
    That was so cool. It caught me by surprise that you were in fact the white car due to the driving of the chasers being so good. Then the whole chase sequence itself was very like Ronin and I couldn't stop laughing when you saw the pursuers bouncing and bobbing about as the car was being thrown about.
     
    This is some incredible work and it's been a real delight watching the updates and reading about this project of yours.
     
    Thank-you for continuing to show us.
  18. Like
    Soul Challenger got a reaction from Rassva in BEWARE - Demo Released!   
    Aaaand happy 2016 :D
     
    Here's a brand new gameplay trailer showcasing the car-chase part of the game:
     
    [media=vimeo]151343852[/media]
     
    Had a tough time recording this because the NPC's are starting to drive better than me :eek: while maintaining a drunk-aggressive and risky driving style. Hooray!
     
    (I'm really motivated on getting this right because personally, I find it disappointing, how easy it is to escape NPC's (cops, villains) in most open-world "driving games" (GTA, Mafia, TDU..). Although those games do compensate with quantity over quality, and cheating on the physics, the car chases don't feel genuine at all).
     
    Compared to the versions from last year, the physics are now back to simulation mode (tire friction was at 1.2, now it's back on 1.0). Rewrote completely the steering and braking behaviour and did some minor work on the graphics.
  19. Like
    Soul Challenger got a reaction from Tobberian in BEWARE - Demo Released!   
    Aaaand happy 2016 :D
     
    Here's a brand new gameplay trailer showcasing the car-chase part of the game:
     
    [media=vimeo]151343852[/media]
     
    Had a tough time recording this because the NPC's are starting to drive better than me :eek: while maintaining a drunk-aggressive and risky driving style. Hooray!
     
    (I'm really motivated on getting this right because personally, I find it disappointing, how easy it is to escape NPC's (cops, villains) in most open-world "driving games" (GTA, Mafia, TDU..). Although those games do compensate with quantity over quality, and cheating on the physics, the car chases don't feel genuine at all).
     
    Compared to the versions from last year, the physics are now back to simulation mode (tire friction was at 1.2, now it's back on 1.0). Rewrote completely the steering and braking behaviour and did some minor work on the graphics.
  20. Like
    Soul Challenger got a reaction from TDUFREAK500 in BEWARE - Demo Released!   
    Aaaand happy 2016 :D
     
    Here's a brand new gameplay trailer showcasing the car-chase part of the game:
     
    [media=vimeo]151343852[/media]
     
    Had a tough time recording this because the NPC's are starting to drive better than me :eek: while maintaining a drunk-aggressive and risky driving style. Hooray!
     
    (I'm really motivated on getting this right because personally, I find it disappointing, how easy it is to escape NPC's (cops, villains) in most open-world "driving games" (GTA, Mafia, TDU..). Although those games do compensate with quantity over quality, and cheating on the physics, the car chases don't feel genuine at all).
     
    Compared to the versions from last year, the physics are now back to simulation mode (tire friction was at 1.2, now it's back on 1.0). Rewrote completely the steering and braking behaviour and did some minor work on the graphics.
  21. Like
    Soul Challenger got a reaction from CLR-GTR in BEWARE - Demo Released!   
    Aaaand happy 2016 :D
     
    Here's a brand new gameplay trailer showcasing the car-chase part of the game:
     
    [media=vimeo]151343852[/media]
     
    Had a tough time recording this because the NPC's are starting to drive better than me :eek: while maintaining a drunk-aggressive and risky driving style. Hooray!
     
    (I'm really motivated on getting this right because personally, I find it disappointing, how easy it is to escape NPC's (cops, villains) in most open-world "driving games" (GTA, Mafia, TDU..). Although those games do compensate with quantity over quality, and cheating on the physics, the car chases don't feel genuine at all).
     
    Compared to the versions from last year, the physics are now back to simulation mode (tire friction was at 1.2, now it's back on 1.0). Rewrote completely the steering and braking behaviour and did some minor work on the graphics.
  22. Like
    Soul Challenger got a reaction from hassan1995 in BEWARE - Demo Released!   
    Aaaand happy 2016 :D
     
    Here's a brand new gameplay trailer showcasing the car-chase part of the game:
     
    [media=vimeo]151343852[/media]
     
    Had a tough time recording this because the NPC's are starting to drive better than me :eek: while maintaining a drunk-aggressive and risky driving style. Hooray!
     
    (I'm really motivated on getting this right because personally, I find it disappointing, how easy it is to escape NPC's (cops, villains) in most open-world "driving games" (GTA, Mafia, TDU..). Although those games do compensate with quantity over quality, and cheating on the physics, the car chases don't feel genuine at all).
     
    Compared to the versions from last year, the physics are now back to simulation mode (tire friction was at 1.2, now it's back on 1.0). Rewrote completely the steering and braking behaviour and did some minor work on the graphics.
  23. Like
    Soul Challenger got a reaction from Automotive Gaming in BEWARE - Demo Released!   
    Making it optional is not a problem. For now it's a dynamic rig that imitates body and head movement and also adjusts the view direction when the car is sliding.
    I also though of bundling a
    with the game :D 

    Hopefully it will behave better when an actual programmer starts working on this project. Until now it's been a one-man-show (and I've never programmed in my life before working on this). Kind of a miracle I managed to get this far alone :)
     

    Well it's certainly a huge motivation to get that positive feedback :) It makes me feel it's worth it to keep going with this project - thank you for that!
     
    And thanks to all for their valuable feedback! All the very best for 2015 :)
    [ATTACH]22242[/ATTACH]
  24. Like
    Soul Challenger got a reaction from CLR-GTR in BEWARE - Demo Released!   
    Making it optional is not a problem. For now it's a dynamic rig that imitates body and head movement and also adjusts the view direction when the car is sliding.
    I also though of bundling a
    with the game :D 

    Hopefully it will behave better when an actual programmer starts working on this project. Until now it's been a one-man-show (and I've never programmed in my life before working on this). Kind of a miracle I managed to get this far alone :)
     

    Well it's certainly a huge motivation to get that positive feedback :) It makes me feel it's worth it to keep going with this project - thank you for that!
     
    And thanks to all for their valuable feedback! All the very best for 2015 :)
    [ATTACH]22242[/ATTACH]
  25. Like
    Soul Challenger got a reaction from Milli in BEWARE - Demo Released!   
    Making it optional is not a problem. For now it's a dynamic rig that imitates body and head movement and also adjusts the view direction when the car is sliding.
    I also though of bundling a
    with the game :D 

    Hopefully it will behave better when an actual programmer starts working on this project. Until now it's been a one-man-show (and I've never programmed in my life before working on this). Kind of a miracle I managed to get this far alone :)
     

    Well it's certainly a huge motivation to get that positive feedback :) It makes me feel it's worth it to keep going with this project - thank you for that!
     
    And thanks to all for their valuable feedback! All the very best for 2015 :)
    [ATTACH]22242[/ATTACH]
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