the Magicball Network Forums

the Magicball Network Forums (https://forum.magicball.net/index.php)
-   Little Big Racing Adventure (https://forum.magicball.net/forumdisplay.php?f=33)
-   -   Current Status (https://forum.magicball.net/showthread.php?t=11940)

BusyBee 2007-01-12 15:29

Current Status
 
Here i will show the progress of the game...


Engine - 100% (Pre-made)

Coding - 0%

Storyline - 5%

Maps - 10%

Characters - 10%

Textures - 10%

Music - 20%


Updated on 03/04/08

Kurck 2007-02-07 00:32

has there been any progress?

Kurck 2007-04-21 18:07

For myself:
- I have 1/6 of the Desert Island model finished
- I am almost finished with two songs

SebZ 2007-04-22 01:11

It's.. um... dead.

Kurck 2007-04-22 01:36

Quote:

Originally Posted by SebZ (Post 311925)
It's.. um... dead.

Why isn't there a team? :p

SebZ 2007-04-22 02:06

No, he just hasn't replied to any of my emails or come back here and said anything.

Kurck 2007-04-22 02:23

Hmm, too bad :p And what are we going to do now? Just letting it to die?

SebZ 2007-04-22 03:44

I'm just using what time I have to create my own engine for the game.
So then I can customise what's needed and such.
I know it's a hard task, but at least it'll look good in the end and atleast I'll have learnt C++. ;)

Kurck 2007-04-22 11:23

ah, ok, great :D So, should I continue making songs and the model?

SebZ 2007-04-22 13:28

Yeah, all right :p

LBAWinOwns 2007-04-22 17:59

It's 57005

BusyBee 2007-05-06 02:28

I havent recieved any e-mail off you Sebz :? Just been a bit busy.. I spoke to kurck recently.. Its not dead.

BusyBee 2007-09-25 06:36

Update
 
:p (check the website for updates)

Kurck 2007-09-25 13:02

Seems like a lot of numbers went down instead of up :p

SebZ 2007-09-25 14:45

Well that isn't good.
Busy, I've been tweaking an open-source game called TORCS and I can send you what I have so far and we can use it for the engine.

BusyBee 2007-09-25 14:58

Sounds good mate, on messenger any time soon? im half way through a mock demo now, Hopefully the game should be very similar, just showing everyone (or at least the team) how id like it to be but by all means feel free to contribute or object.

leoboe 2007-09-25 18:52

Quote:

Raph - (not racing)

[...]

Ralph - (UnknownCar)
hmm... who is ralph when Raph is the lighthouse-Keeper or otherway round ? ^^

BusyBee 2007-09-25 22:51

Quote:

Originally Posted by leoboe (Post 329962)
hmm... who is ralph when Raph is the lighthouse-Keeper or otherway round ? ^^

Thanks, nice and edied :p


I have been making this demo all day and i dont have any models
Anyone with a simple easy model of an lba vehicle? :D thanks

leoboe 2007-09-25 23:53

why don't you try to convert the RMP-models
RMP is open source now isn't it so if you ask i think you could get allowed to use them for LBRA

BusyBee 2007-09-26 17:33

Demo status
 
Here i will show the progress of the Demo...

Engine - 100%

Coding - 0% :(

Storyline - 100% (no story)

Maps - 50%

Charaters - 25%

Textures - 50%

Music - 100%


Updated on 07/05/08

Homeless 2007-09-26 17:40

It would be nice to hear your overall plan for the project. A Design Document, so to speak. I'm interesting in hearing your vision about it.

BusyBee 2007-09-26 18:54

Great idea....

Game

---------------

Sounds

objects and vehicles

The sounds of the objects (doors opening and closing, glass smashing, water etc) will be realisting along with the sounds of the vehicles although i am unsure how to obtain or create these sounds.

music

The music in the game must be at least LBAish in the way that they need to leave that same feeling inside if it be scared, excited, happy or sad (just like LBA did :D) but i would like the music to be a bit faster and kind of techno except the movie sequences and menu screens ofcourse

voices

All the voices will be clear and mostly calm. Only the main characters within the storyline will have voices although there will be action sounds such as Crying, being hit cheering, clapping (just a thought). The majority of the voices will be cartoonish and cheerful.

Models

Characters

The models of the characters will be cartoonish, cheerful and yet similar to the original characters of LBA

Maps

All the maps will be at least averagley detailed with obvious track on which to race (apart from the move sequence areas which will be highly detailed) All teh maps and textures will be brightly coloured and bold.

Places

levels

There will be (or over) 15 levels in the game all of which will be withing the islands, around the islands and insude buildings and sewers. There will be 10 islands created which is yet to be decided which. Desert Island and Citadel island are definates.

movie sequences

The movie sequences will take place on highly detailed models similar to the racing areas, (but better ofcourse) Within buildings and around twinsun, ;)

Storyline

Not yet decided. :(

Conclusion

This game will be a long game with many levels and characters. It will have brightly modeled levels and characters with clear, cheer-up voices, and rich sounds. Because it is a racing game it doesnt mean it will be like need for speed, it will be more like mario cart (in a way). There will be specials you can pick up along the track to upgrade your car, slow down others, Boost yourself, etc. This game will hopefully have a clear, easy to understand storyline with all the main characters you love and some of the main characters we all love to hate (funfrock). There will be bonus levels with puzzle's and prizes. The game will hopefully have a 2 player mode.

Thanks for reading

Homeless 2007-09-26 20:12

I see. However, I thought there wouldn't be a storyline. Has this been changed?

Also, I was thinking more in terms of gameplay. But this does constitutes as a design document, however slim it might be regarding it's content.
You should perhaps take a look on how design documents usually are written, and try writing something similar. Yet simpler, perhaps.

Also, just a thought. Does Torque support multiplayer?

SebZ 2007-09-26 23:21

I know that TORCS does, but I still need to configure the physics bit.
I've cleaned up some of the code and now moved to that.
The good thing is that we can have (not really high, but) high ploy count models, and it still run at an approx. 60fps.
The human eye can see 100 - so it's not that bad, eh?

Edit:
As for the movie sequences, I recently obtained a copy of Maya 2008 so I can model some bits (still learning) and I can animate most of what happens.

leoboe 2007-09-26 23:25

Quote:

The human eye can see 100 - so it's not that bad, eh?
100??
I ever thought it's just 24-30 O.o
well i don't see any difference between 40 and 60 fps :p


All times are GMT +2. The time now is 13:02.

Powered by vBulletin®
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright ©2000 - 2019, the Magicball Network