Z- Drag Racing

Work in progress

Z- Drag Racing

Postby Develophel » 2016-02-16 19:45

Last edited by Develophel on 2016-02-16 22:20, edited 1 time in total.
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Re: Z- Drag Racing

Postby karmington » 2016-02-16 20:37

Very nice! Not sure if worth wrangling a publisher into the mix myself, all I've heard about small game publishing in the last year or so has been bad. Once you are big enough to get a real serious publisher, then they become really worth it I think...
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Re: Z- Drag Racing

Postby Develophel » 2016-02-16 21:35

I've read some myself, but I think it's worth a shot, not all the stories I've read ended badly, and in the end it's just writing an email and see if someone is interested and how\if they can improve the game ;)

Anyway, if anything comes out of it, I'll let you know!
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Re: Z- Drag Racing

Postby broozar » 2016-02-16 22:04

neat, congratulations!

a word on marketing: if you mention Trackmania, people will expect crazy courses with loopings and spirals and whatnot. your drag-style track design looks much more linear. Indeed my number one feedback (since you asked for some) would be a more varied track layout.
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Re: Z- Drag Racing

Postby Develophel » 2016-02-16 22:18

Damn you're definitely right, I didn't think about that, in the beginning we had chicanes, strange tracks modules etc. but they were scrapped for lack of time, now the only crazy thing left are the jumps...mmm, gonna have to rethink my elevator pitch :(

Drag racing in space, with blasters...mmm, it doesn't sound so bad, what do you thing?
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Re: Z- Drag Racing

Postby Fraser » 2016-02-17 00:30

Wow, nice work guys! Seems to run 60FPS on my Note4.

buglets:
Password creation said "6 or more chars needed", so i reentered and it popped up again, although it did accept it.
Button in options says "controlls"
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Re: Z- Drag Racing

Postby Develophel » 2016-02-17 08:22

Thanks Fraser!
We've opted for that graphic stile exactly because we wanted the game to be as smooth as possible (a bit like F-Zero X), it run pretty well on a S2 (between 30 and 60) and even on a Galaxy 8.9 (25\40).

Gonna fix both bugs today :mrgreen:


PS
Since your cellphone is such a monster...in the advanced video option, you can actually push the drawn distance and the number of extra models a bit higher ;)
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Re: Z- Drag Racing

Postby Fraser » 2016-02-17 17:31

I maxed everything out and it looked like 40...60. Seemed to run slightly slower in side view mode? Difficult to tell without counter though.
Note4 is nice, but rendering 2560x1440 makes the GPU be quite fillrate bound, it's alot of pixels, overdraw hits it hard.
For mobile dev I use these limits: <20% pixel shader on screen (ideally none), <100k tris, <40DC , strive to minimise overdraw.
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Re: Z- Drag Racing

Postby Develophel » 2016-02-19 19:45

Hey! Sorry for the late response but I've been talking with a few publishers and it's been an hell of a week.
We should be ok with the tris, our models are quite low poly, if I remember correctly it should be something like:
Track module: 200
Car: 2000
Buildings: 1000-2000
Obstacles: 200-500
We could probably optimize the DC a little bit, in the last few month we haven't paid proper attention to it:\
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