Homebrew working on a quick little wii racing game

newo

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Here is another video testing the new backgrounds. The backgrounds are divided into 3 layers; horzon 1, sun, horizon 2. horzon 1 repeats around the player (6 total). The sun is a stationary 128x256 texture. The sun can be anywhere within the texture which allows for setting suns or multi-moons which could not be done before. horizon 2 is for fore-ground things like mountains (5 total). Horizon 2 does not repeat but stays in one spot to the right of the start direction.
 
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newo

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Updated the beta with some more tweeks to the engine. Tunnels have strobing lights now. There was a bug on level 3 which allowed the ship to float off the track which was fixed.

I extended the track update distance by about 15% while reducing the frequence to 1/2 a second. I am just tweeking the numbers to get the best performance while keeping as much fidelity.
 

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Adding an menu option which allows you to hide the wireframe of the track so it appears you are flying over an invisible course. Its an interesting twist. Here are some screenshot of the shots with the current background images (still no one submissions from anyone)
 

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newo

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Beta 2.233
- adjusted the lag of all 5 camera positions to reduce zoom+distance
- horizon 2 is now centered on the sun so ensure that none of them completely covers the middle area of the tilemap because thats where the sun wll be.
-tunnels have lights
 
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newo

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I'm really excited to see this! The tunnels were neat but always seemed a bit barren, so it's nice if there is something to break things up.

The tunnels are a bit of a unknown especially in synthwave so I am not sure what can be done to fill up that space. especially since you are underground or "under the grid". For the city stages there are some support columns that keep the city from sinking but besides that there is not much I can thnk of right now. Maybe outlines of the buildings above ground?
 

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I'm trying to think of what you would see when you are driving underground, I guess not much!

Just a random thought but I was thinking if you wanted to mix it up, you could add an underground subway or some other future transportation system. You could then have "stops" to break up the long tunnel sections. I don't know if that would be too distracting.

As an aside, I watched a bit of this anime called 'Akudama Drive', I'm not sure why but the first episode had some city shots and it reminded me of your game! One thing I noticed was there are blimps in that world. I thought that'd be a neat addition to newo zero.
 
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newo

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Hmmm i will check out tge anime. The underground tunnels are definately not fleshed out and sometimes the track only goes underground for a short period - not long enough to really see anything. Added to that the underwater sections. Heh. I will think abour it some more and see if i come up with something.
 
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Wow, it is getting to be really fancy now. My suggestion would be to widen the tunnel in those parts and shrink the rings so they are inside. That would look more interesting and natural?

I also wonder if it would be interesting to make the tunnel walls solid and bring the camera closer in. That would make the focus be more on the tunnel, allowing you to do more with it. It would also make those sections feel different. Though it might change the pacing (you can't predict where you need to go).

Finally, the mountain (?) in the background still has a lot of contrast. I'm not sure if that's what you were intending.

But really everything is great. I haven't played in a while so maybe these things were already there and I just didn't notice before (or forgot). The blue dots on the edges of the track. The arrow sign changing color. The purple road in the tunnel. The little green in the tunnel that appears. The separate colors for the walls of the track (color seems new too?). Also the buildings getting texture (?). All great stuff. These little details really bring the game to life. Keep up the good work!
 
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newo

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I have been making little changes to the game over the past 2 months; cleaning up some of the rough edges. However all of these changes are only in beta. You can play the current 2.16 and compare. The layout of the tracks are all the same though the buildings and the signs have been adjusted in the beta.

As for the tunnel it cant be widened because the whole game engine is built around a constant track width. Probably in the future but certainly not now. Also the tunnels cant be solid because the game is still in a wireframe style plus it would mess with the many camera options (i like to play using a high camera because it makes turning easier).

Thanx for your input!
 
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newo

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Trying to push this out the door by november. makng the last few optimizations, adding a lap timer, trails on npc cars.

Some debugging in video;

when fixed;
I check the entire track to see if its visible but I am not checking every piece at the same time.

 
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newo

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I think this is final feature list for version 3. Let me know if I missed anything. Havent heard from the WiiU guy.

* 20 new courses (+4 per cup)
* 2 new songs
* Updated graphics, suns, backgrounds and track decals
* lap timer/clock
* No Culling option in debug menu (for PC players)
* demo mode options menu with new options
* background options menu (toggle buildings, signs, backgrounds, track)
* other fixes, stability and improvements


Last chance to run the beta build and left me know if its broken: test build.
 
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I played some tonight. I decided to try some of the arcade levels which I've never attempted. Uhhh, it was tough :D . But also very exhilarating. I remember seeing one of the tracks in the distance and thinking "OH WOW, I'M GOING UP THAT!". I also liked the bright rings in the tunnel.

Nice work!

EDIT: So, looks like before when I played I had the *old* assets with the *new* game. And the graphics were kinda ugly. I knew something was wrong since my ship was a cube but wasn't sure what.

I managed to fix everything and WHAT. @newo this is like a work of art. Some of these levels are just so pretty. When I first booted it up after the fix I seriously watched the fly-by demo for like 5 minutes. Then I decided to start earlier in Arcade (I had cheated and started at 10 before because I thought maybe the levels would be prettier and I was just missing something). I started at 1 and went up to 7. 6 and 7 in particular, those cities...you have them down completely. GORGEOUS.

Thank you and really keep it up.

(also, my machine can no longer hit 60fps with no culling, but I don't mind lol)
 
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newo

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If you are using dolphin you have to ensure thaf the sd card has the new files or the loaded files just wont show up. But it will still run fine without the new graphics.

Arcade mode has more twists and turns resulting in more vertical overlapping tracks. I spent a bit of time ensuring that the game ran smooth in these situations because its alot of extra cpu needed to calc what to draw.

As for the no cull option i updated it to ensure that everything is being draw whether its behind the camrra or far away. Also there is a "high Camera" option that gives a new view of the city.

Thanx for playing as usual. In the options display background menu try turning off the track+buildings for a different look. 12+13 are ocean levels.
 
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