I know it's supposed to be 14. It's just that I read somewhere on TA (wish I could remember where) a few days ago that someone was claiming 10.6ish and, by pure coincidence maybe, my game took almost exactly that. Just thought I'd mention it.
One of the first games I worked on 10 years back was a open world city based post-apocalyptic 3d Driving game on the PC. I can't say I'm to proud of the game, but the rocket power up was one of the fun bits. There was also this rediculous race track the level builders made once. There where all these buildings sticking out of the ocean ocean at strange angles. You started on a stretch of freeway where you had to drive as fast as you could, then make a rediculously big jump to barly land on top the first building... then try to stay in enough control to jump to the next and next. I was almost imposible to do. Unfortunatly, the physics engine still has some issues causing the car to randomly bounce when landing big jumps, plus, there was never any way that the AI was going to be able to make thoses jumps. They soon removed that race from the game. But... I actually I thought that track was really cool, so I kept playing it again and again, while I was perfecting the physics. I thought it was great fun, and I often wondered how you could make a game out of levels like that. Years and years later, after I had made so many driving games I was bored of the genre, I saw track mania and it blew my mind(thats saying a lot, I'm not easily impressed). Its one of my all time favourite games. But it also showed that you actually could make a game just out of rediculous tracks. You just copy the rules from platforming games. It is so obvious I never seriously considered it would work Ofcourse, track mania has lots of other cool ideas like the way all boosts work. Andy was telling me how people where really hanging out for track mania on iPhone... but I was thinking I really didn't want to do a "me too" game. I still has the old rocket car idea floating around in my head and begain to realise that it could bring someting a bit new that hasn't really been exprerienced much. For me, the most exciting games are the ones that do something new(ALthough, for all I know, there are other similar games around already) Anyway, in this game, the jet power is a very important component.
Same. Man, Apple is just trying to annoy me...it took like 3 weeks for eliminate...and now this? ...btw Luke/True Axis...how goes Space Tripper going (Thats the name right? xD)
There's nothing to do but wait for Apple... I feel frustrated As devs we can control the making of the game but once we pass it on for approval we are in the same boat, waiting like everyone else. I've started back on Space Tripper now... I've got maybe a months work to get it finished off... What's needed is to get in a new menu system and some final optimizations done. But it's getting there
Do you guys all have Trackmania, I have it and would love to have you onto my clans servers for a big match?
well as long as I don't have to add anything to the beginninsg of my username in TrackMania, I'd join! You can PM me...
That's good, but shouldnt you guys take a break? Or are you gonna start a project right after Space Tripper...
I intend to take a holiday in Feb 2010 In the meantime Space Tripper needs to be finished, which the conversion was started in July 2008... I think Luke is going to play with OpenGLES 2.0 and prototype ideas. Then I'll be converting the games to other platforms, Symbian, PSP, and any other online app stores. Next year we have plans to do an original unique concept. Oh, and updating Jet Car Stunts with new content It sounds like a really mad workload but we are willing to but in hard work for success.