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Here is my first ever released game: Miraien Tournament! :)

Discussion in 'Made With Unity' started by FuzzyQuills, Feb 4, 2016.

?

What do you think of this game?

  1. It's AWESOME!

    2 vote(s)
    22.2%
  2. It's good, but it needs more added to it.

    5 vote(s)
    55.6%
  3. Not a fan of sci-fi racers...

    2 vote(s)
    22.2%
  1. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,813
    MiraienTournament_Art.png
    NOTE: For those wondering where version 0.9.5-0.9.6 of Miraien Tournament (my recent update) has gone, it actually hasn't come through yet, due to an issue with the Windows Store servers not updating fast enough. Microsoft are currently working to resolve this, and as soon as they do, expect an app update to roll in. (A note as well to windows 8.1 users; an update that removed support temporarily, also didn't make it thorugh, so if you have your copy of the game suddenly revoked, it should be re-instated pretty soon after that) This issue was resolved, enjoy windows 8.1 users, and thank you Microsoft for your swift action to get it working! :)

    Hello people! This here is my first ever released game, Miraien Tournament!
    https://www.microsoft.com/store/apps/9nblggh5pdx2

    2017 EDIT: Due to a change in Australian GST laws, I had to take this down while I sort out getting an ABN to bring this back up. I also have been working on a full rebuild for a long time, and will be posting an update on it soon

    For those who have been following me the last couple of years, you probably didn't expect this to show up... I'll tell the whole story of how this game came to be.

    In short, last year in the middle of November, I'd just graduated school, and there was at least three months of holidays before me. I wasn't sure what to do then, I was thinking maybe I could finish Jet Rat Speedway, or start work again on something else I had put down so I could finish school. Then on the Unity forums, I came across this in the top bar: http://forum.unity3d.com/threads/unity-game-developer-contest-2016.370883/

    That there alone gave me a good idea of how to spend most of my holidays; Why not make a game for a contest? Of course, I could have worked on one of my put down projects, but for some reason, I felt that it be a bit half-cooked if I did so. Plus, at the time, I was studying how some of the older games took off, and was originally going to make this game a Mode7-style racer. (That functionality, due to some weird technical limits, was removed later in development in favour of more vibrant 3D graphics...)

    Nonetheless, after a bit of writing of a few concepts, and experimenting with the racing mechanics, I came up with my concept. (Put in spoiler, as it's a bit... tl;dr :p)
    PROJECT MODE7
    Overview:
    For those reading this, I welcome you to project Mode 7, a concept that aims to combine several racers into one, and manage this using pseudo-3D (or pseudo-3d-like) techniques. This concept will hopefully blossom into a full game that will be submitted to the Unity Developer Contest 2016.
    The setting is this: It is the year 2042. In this time, war has finally ended on Planet Earth. With world peace a thing now, the world superpowers could finally put their money towards much better things for the human race. One of these is... entertainment. Even with TVs, video game consoles and smartphones, people still like heading outside every now and then. And one proposal to get everyone excited every year for something was put forward by an engineer going by the name of Jan-Ryukku.
    This man had built a prototype vehicle he dubs the Miraien, an electromagnetic vehicle capable of hovering above the ground and reaching astonishing speeds. he puts the vehicle and a set of race rules forward when the world superpowers send out a call to those willing to invent a new form of entertainment. The government decided to take the chance and test this idea out on a new track being built in Amsterdam. The first race held using these machines was a success, and the government approved the idea, resulting in the birth of the organization dubbed "type-m racing"
    Since then, the roller-derby style races became very popular, and contact with alien species established a trade for parts that powered these vehicles, with certain intergalactic nations willing to host races on their home planets. Soon, a well-defined grand-prix across the milky way galaxy formed, with each race packed to the brim with spectators.
    On the 26/10/2042, a massive tournament is going to commence, and such tournamnet is to last for a week. This tournamnet is the biggest in type-m history, and has one of the biggest cash-prizes ever seen in a type-m race. If you, the game player, decide to enter this intergalactic grand prix, you are up against both the veterans of type-m racing, and the filth who only aim to ruin the race for everyone else. Each race is a very tense and fast effort to not only come in first, but come in first with no scratch on your machine. Plus, you must have the reflexes to handle 768kph max speed at all times. Are you prepared entrant?
    This game will feature several types of vehicles, the ability to customize them a little, and very fast paced gameplay.
    Mechanics:
    - The game is a roller-derby style racer where you race the vehicles of the future through various courses throughout the milky way galaxy.
    - The in-race situation is that to win, you do what you do in basically every racer; be in the top four or something by the end of the race when you cross the line.
    - The in-race goal comes with a challenge; if pushed too far, the machines can overheat, and the condition of your vehicle affects how fast you go. Additionally, it is possible to attack (and be attacked by) other racers pushing for first place.
    - The vehicle can boost on command, of which can be used as an attack. However, the boost speed and duration are affected by the condition of your vehicle (aka. a heavily damaged engine will make a boost next-to-useless)
    - every lap, if you satisfy certain conditions, you may get a special attack. You can hold up to two at a time.
    - The end-of-race condition of your vehicle improves your overall pilot ranking, and winning a race (or coming in the top four) with a properly maintained vehicle in-race earns you bonuses for the next race. Additionally, the vehicles, no matter how damaged they are, will be repaired fully before next race begins.
    I will admit that not everything in there's been implemented yet into the game, (special attacks, we're looking at you. ;)) due to the contest deadline... :D Anyway, so I got to work on my concept, and for those interested, here's an early screenshot. The idea was to pre-render everything, including the flat mode7 maps in Blender to give it a semi-realistic look:
    ProjectMode7_MiraienTournament_EarlyWIP.PNG
    A note as well is that I decided that, rather than cheat mode7 with a textured plane, I would go and render it in a shader using a full-screen quad, that way, it stayed natural to the original effect... however, later on in development, I started to run into issues trying to re-scale a couple of the maps to the world scale, due to technical limits with the algorithm causing the tracks to look 'floaty' when driving over them. On top of that, it was very diffuclt getting the sprites to line up properly with the virtual road. I would have just put up with this, but after looking through some old files after christmas, I was kind of disappointed that one of my mobile shader frameworks was left sitting around on it unused...
    So a week before submission, I made a decision; I would go 3D instead, using my shader framework, and drop mode7. It was definitely easier to go down that route anyway, and it would mean that races and tracks could be longer than they were. I may as well give a screenshot of the current version of the track shown above:
    upload_2016-2-4_19-5-40.png
    This is using a current version of the mentioned framework, as during development, I upgraded parts of it substantially to suit the game. (I also coded in a workaround to waiting hours for lightmaps to compute...)

    Anyway, so since that, I worked hard getting two cups and six tracks into the current version for a small release. I've had some hard times making this the way it is, and there was a couple of times where I nearly quit:
    - The first showstopper was a Unity 5.2.2 bug, of which was fixed by upgrading...
    - Then later on into development, I ran into performance/unstable build issues that were so bad I was almost going to bite the bullet and see if 5.3 would help. (It actually did end up using 5.3.2 in the end) Well... I then discovered the simple solution of completely emptying the temp and prefetch folders of my hard drive, of which magically gave VS the ability to make stable builds again. (Thank you Google!)

    But after those issues were out of the road, lo and behold, my first attempted submission to the Windows Store was a success. (I managed to pass certs on the first try!) I then had to quickly update the game with a bugfix, and when that was done (My certs for my update passed in UNDER AN HOUR, BTW! :eek:) I finally had my submission for the Unity dev contest!

    Now, not only have I entered my first game dev contest, but I have also accomplished the first goal of any game developer; I have finally published my first game. :) So I present... Miraien Tournament!

    For those who didn't read the spoiler... Essentially, this game is a test of speed and endurance; keep your vehicle in tip-top shape during the race, or have it perish. On top of this, you are facing off against 15 other racers, of which not all are friendly or willing to let you have first position. Are you prepared?
    In this game, you have a condition meter, and a temperature meter. Have the condition lower to 0, and you perish and have to start over... Have the temperature get too high, and you run the risk of an engine fire knocking you out of the race. Your speed is also affected by your condition, and when it gets very low, faint smoke will rise out of your vehicle engines...

    The following will cause the condition to lower:
    • Colliding with an opponent. Additionally, if you get hit by an opponent boosting, you suffer more damage from it. Hitting an opponent while boosting does nothing to you however, so this can be used as an effective attack method to knock out other opponents!
    • Hitting designated obstacles and barriers. The amount of damage you take depends on the speed you hit it at. Note that scraping against a marked obstacle won't damage you.
    • An engine fire.
    The following will affect the engine temps:
    • Boosting will make the temperature rise. Note that this doesn't happen if you ran over a plasma panel to get said boost; Use this to your advantage, as your top speed affects the cooling system's ability to cool down the engines!
    • Hitting a wreck (these appear where an opponent perishes from not being careful...) will cause an instant engine fire, so be careful!
    • the cooling rate is affected by the speed your travelling; Generally, faster vehicles cool down a bit quicker than slower ones. Additionally, using plasma panels to boost rather than forcing one with the space bar/RT trigger helps the cooling rate.
    Currently, the only goal is to win. In future content updates, I'll be adding more objectives to the game, such as bonuses obtained from keeping your car in good condition, among others.

    Controls:
    • Up arrow/W key/Xbox 360 A button: Accelerate (for Xbox controller: select menu item)
    • Down arrow/S Key/Xbox 360 B button: Brake
    • Space Bar/Right Trigger: Boost
    • Mouse/Xbox Dpad: menu navigation
    And that is it. And all this for only ONE DOLLAR. :) For those who decide to buy, as always, feel free to give feedback. :)

    I will also post a playthrough soon, so stay tuned for more. :) I also plan to add local and online multiplayer, hence why there's a placeholder button in the main menu. ;)

    UPDATE: I've redone my platform list:
    • Windows Store UWP. I now have a laptop with Windows 10 I can use to make Windows Store builds, so UWP is staying!
    • Normal Windows. (Win32/64)
    • OS X.
    • Linux.
    • Android.
    • Wii U & Original 3DS/New 3DS: The only barriers for these two is my financial situation, (and for Original 3DS, possible processing limits) I'm otherwise a registered Nintendo developer and can publish games there now. :) Wii U isn't produced anymore, and after some graphics changes, 3DS may no longer be possible.
    For those with iDevices, I apologize, but I won't be supporting this platform until I have a Mac to build with + iDevices to test with.
    Xbox One/PS4 are not likely either, mostly because I'm not interested, but it's also due to me not owning those platforms.
     
    Last edited: Jul 17, 2017 at 12:53 PM
  2. Farelle

    Farelle

    Joined:
    Feb 20, 2015
    Posts:
    469
    congratulations :D and this looks nice :)

    aww....just noticed i can not download it because I'm not on windows 10 :/
     
  3. FuzzyQuills

    FuzzyQuills

    Joined:
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    What OS do you have? I am going to make this multi-platform in the coming months. :) If you have Windows 8.1, I was planning on getting an 8.1 build out for those who don't have 10 yet.

    On second thought, do you have a tablet? I am going to release a minor update soon to add touch controls. (And I mean very soon, I'm considering doing it before the contest date if I can)
     
  4. Farelle

    Farelle

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    Posts:
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    im having windows 8.1 currently, might update that at some point though :) and nope, I have no tablet

    edit: gonna wait then and look forward to it :D I always liked futuristic looking racing games like that :D
     
  5. FuzzyQuills

    FuzzyQuills

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    I've just done a quick search, and it appears I can add windows 8.1 support. :) I am going to check that publishing one would be allowed for the contest first though. (I am aware that publishing to iOS and Android are allowed for the contest I'm entering, but I'm not sure about windows 8 just yet)

    And even though this initial version doesn't have as much content as I hoped, I do plan on adding more in the future. Due to when the judges actually give out results though, you might be waiting until April... :( (I'll definitely have touch controls in by then! :D)

    EDIT: Also remembered there is one other person I'm in contact with who wanted a windows 8.1 version... :D
     
  6. Farelle

    Farelle

    Joined:
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    hehe until april i might have changed to windows 10 XD
     
  7. FuzzyQuills

    FuzzyQuills

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    True. :) Hopefully Microsoft fix up most of it by then...
     
  8. Whiteleaf

    Whiteleaf

    Joined:
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    726
    Cool! I like the retro look of it.
     
  9. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,395
    Any videos? I'm curious
     
  10. hippocoder

    hippocoder

    Digital Ape Moderator

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    Congrats, although you should tidy up the typos ;)
     
  11. carking1996

    carking1996

    Joined:
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    Bought it. But there are lots of bugs and improvements that could be made..

    1) Options loads Enter Nickname, can't do anything
    2) Single player also loads that, but then it loads the next screen
    3) I want to be able to go through the courses to know what I'm driving on
    4) Cars are terribly difficult to steer
    5) WASD/arrow keys, unuseable, A for Go? why not W and the up arrow?
     
  12. iamthwee

    iamthwee

    Joined:
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    Posts:
    1,154
    Very nice fuzzyquills, any chance of a mac64 build. If you need any help with modeling or texturing pm me.
     
  13. FuzzyQuills

    FuzzyQuills

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    In the windows store description? Half the time, I don't realise I've made them until I've submitted it... :D
    1) That's odd, you should be able to type into the name field... Click inside it, then start typing. (And hit enter when finished) Then click save when finished. Dare I hope something didn't screw up again while building the game... (My system's had some issues producing stable builds lately)
    2) Not sure what you mean by this one... broken transitions? Buttons don't work? A video of this would help, as everything works fine here.
    3) A tutorial level perhaps? Or maybe a small flyby to give you an idea? I'm open to suggestions. :)
    4) A couple were made deliberately like that, (Titan 9, I'm looking at you. ;)) but which ones? I am aware that the arrow keys have the gravity set a bit low... that's actually a leftover remnant of the old Miraien Tournament, when it was still Mode7.
    5) I could do that, but I've found that feels odd to me. I guess adding a dropdown to select the control scheme would help. As for WASD being unusable, I tend to try and depart from typical PC controls, but I guess the option should be there anyway...

    All in all, thanks for the constructive feedback. :) I'm thinking of putting out one more update to add touch, so I can definitely add some controls changes.

    Which screen were you looking at? :D Hopefully it wasn't the older one... it doesn't look like that anymore!

    You only have a Mac? I can definitely send one either way. :) As for modelling and stuff... I'll send something over soon. :)

    I might as well put down the future platforms now for those interested (If there's any you think should have the game, let me know!)
    - Windows 10 (Obviously... :D)
    - Windows 8.1 (Coming in an imminent update)
    - Windows x86-64
    - OS X
    - Linux
    - Android
    For those with iDevices, I apologize, but atm, I don't plan on porting to iOS, mainly because I don't have a Mac to build with.
    Might be thinking about these three below, I don't have the resources to do so yet:
    - Wii U
    - Nintendo 3DS/New Nintendo 3DS (Yes, I hope to get it to run on the original... :D)
    - Xbox One (Possibly easier than the other two...)
     
    Last edited: Feb 5, 2016
  14. Whiteleaf

    Whiteleaf

    Joined:
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    726
    Haha, I saw both. Still looks N64-ish to me.
     
  15. FuzzyQuills

    FuzzyQuills

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    Even with the shadows???? :D :) ;) :p
    Jk. Still, didn't expect that. :) I feel honoured... seriously. :D
     
    Last edited: Feb 5, 2016
  16. FuzzyQuills

    FuzzyQuills

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    Ok people, I have successfully tested a windows 8.1 build, expect backwards compatibility soon. :)
     
  17. FuzzyQuills

    FuzzyQuills

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    Ok people, the improvements update is on it's way, aka. Miraien Tournament 0.9.3! :)

    For those tech-savvy dudes, that's Windows 8.1 build 0.9.2 and Universal 10 build 0.9.3 (the windows 10 build number has to be higher for publishing backwards compatibility to work)

    Changes/Fixes:
    - Fixed performance regression in the shadow mapper, it turns out Unity's shadows were also running in-game when they shouldn't have been.
    - All tracks got some visual optimization; some texture glitches were fixed, and the game should run better on some devices now. :) (Especially on Double Jump, of which was notorious for lagging sometimes)
    - Loading times improved. This was a side-effect of optimizing some parts of the game for android. :)
    - Touch controls option added: in options, if you have a touch device, select "use touch controls" and upon entering a race, a control slider and button will appear. Race away gamers on the go!
    - Switched to using color-only ambient lighting instead of IBL (speedup)
    - x86 Windows 8.1 support :) (Windows Phone 8.1 support isn't coming yet however, the rules are a bit... weird. Plus, my game would probably blow the per-app memory limit without trying! ;))
    - Control layout changed: now the up and down arrows control acceleration and brakes. :)
    - Brakes fixed, it turns out it was never implemented in the game... (The "brakes code" I thought was there was actually inside a different project, whoops!) Note that the brakes were intentionally left out of the touch controls. (But boosting wasn't meant to be left out, check known issues...)

    Known issues:
    - If there's game lag, touch controls can become hard to use. The only solution atm is to use a faster device.
    - It is possible to get stuck in a pit area if anyone runs into you as you're entering. this bug affects mostly AIs, but human players can get it too. The workaround, unfortunately, is to restart the match if such bug is encountered... :(
    - The windows 8.1 build looked a bit small on upload... if it crashes, let me know, and I'll fix it. Since windows app certs for the 8.1 version passed locally however, I would expect it to work fine.
    - Music volume seems to be a bit low without using earphones... :-/
    - I completely forgot to implement boosting in the touch controls... (DAMMIT! :eek:) I'll have to fix that up tomorrow, and update again... :D For now, on touch systems, use either a keyboard or an Xbox controller to get boosting back, or really make skillful use of plasma panels!
    - Some systems still lag... it isn't as bad now however.
    - If the nickname isn't set, the trophy screen incorrectly shows "try again" to fix, set your nickname. If you had to go and enable touch controls, it's a good idea to enter this too.
    - On Windows 8.1 devices, the launch splash may look a bit weird...
    - Flickering lights in the last stage sometimes. This probably won't be fixed, as I haven't found a suitable workaround/fix yet.
    - Plugging in an Xbox controller in-game works, but unplugging it doesn't restore the cursor. This shouldn't happen!

    And that's all for now. Also, the game's size was reduced by compressing (and downsizing) some if not all the textures. ;) Enjoy the faster downloads!
     
  18. FuzzyQuills

    FuzzyQuills

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    Another update will be pushed to the servers today, this will be THE LAST UPDATE before the contest deadline. Once contest winners are announced, this game will begin to receive updates again.

    In the meantime... I'll put up a WIP thread on add-on content soon.

    Fixes:
    - (Thanks Carking1996 for pointing this out) Fixed a bug where having no Xbox controller connected would cause the name field in the options menu to not work. (Stupid UI module was stuffing around again...)
    - Fixed the touch controls; the buttons are a bit smaller and neater looking now, and the boost button's in. :) it is the green one above the steering slider.
    - Fixed my uber-shader used throughout the game to work on SM2.0 hardware. For those with age-old mini laptops, expect ok performance. (i.e. don't be expecting 60fps throughout, but it's actually quite playable otherwise!)

    Known issues:
    - On hardware without support for depth textures, I have a workaround where I use EncodeFloatRGBA to store the depth value. However, on some devices, this configuration's super buggy, so I suggest checking that your device supports depth textures before attempting to run this game This issue has been fixed now.
     
    Last edited: Feb 6, 2016
  19. FuzzyQuills

    FuzzyQuills

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    Miraien Tournament 0.9.5/0.9.6:
    Changes/Fixes:

    - Windows 8.1 support fixed, ARM architecture added; previously, there was a package conflict that lead to temporary removal of windows 8 support. It's back now, and adds Windows ARM devices to the list. :)
    - Windows 8.1 builds will run at reduced resolution (800x480) this behavior should be in windows 10 as well, but unity 5.2.3f1 has a bug where it ignores the width and height in universal 10.
    For those who like to run things at 4k or higher... I will in future make this an option. ;) (Thatand adding some other pre-configured resolutions)
    - Fixed: the shadow fallback for devices without depth textures was broken. This was the result of a multi-compile line I forgot to put back in during testing... :D
     
    Last edited: Feb 8, 2016
  20. FuzzyQuills

    FuzzyQuills

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    bump!

    NOTE: Due to the usual windows store update delay, it isn't out yet... :-/ I recommend waiting until the update comes through automatically for those who have bought it. For those who haven't... look for the text field fix in the changelog to confirm.

    In future, I'll be including the build number up the top of the description to help identify when a new one comes out.

    EDIT2: On second thought... check the note on my original post for details, it turns out Microsoft's servers are screwing around with the app submission pipelines... :-/ that's why the app update hasn't come.
     
    Last edited: Feb 10, 2016
  21. FuzzyQuills

    FuzzyQuills

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    An announcement: The update's now live! Although Microsoft appear to still be having issues, the update's up now, so for those waiting... come grab! :)
     
  22. FuzzyQuills

    FuzzyQuills

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    A short update: for those wondering if I have abandoned this, worry not; now that the comp's over (I didn't win anything... maybe next time. ;)) I can work on it again. :) So... here's what I plan to do when I find some time to start work again:
    1. FIX THAT DAMN PIT AREA FREEZE GLITCH! I still haven't worked out what weird error or state is causing the cars to get stuck there sometimes if another one bumps into them during repair.
    2. Graphics optimizations. Another very high priority action, as the game's using a bit too much memory with the current engine. (My game's gotten one crash report due to an out-of-memory error, I still haven't figured out what device the person was using, probably a Windows RT tab with some silly memory restriction)
    3. More cars and tracks. All of you, feel free to throw ideas around! I also plan on giving all my tracks a visual update to make the more pleasing to the eyes. (and moulding better with the skyboxes I have for them)
    4. Graphics fixes. Some platforms had weird issues with my static shadows, most prevalent in the last course in the tunnel.
    5. Graphics enhancements: the cars do lack exhaust jets, of which weren't added before due to deadlines. If there's some resources left over as well after optimization, I may chuck in some settings for bloom, DOF, etc.
    6. Online play: after years of dreaming to add online play to one of my projects, I might make the jump with this one, and with all 16 players there to boot! :) The only issue is server hosting for non-local multiplayer.
    7. Battle mode. (Maybe) It's low-priority atm, but if more people want it, I'll bump it up higher on the list!
    8. Some physics-level fixes; collisions still fail sometimes, and there are some weird physics on the cars I want to fix, such as getting stuck in walls while thrusting.
    9. Better touch controls: atm, IMO, they're not the best in the world, but I want community opinion on what would be better for this game.
    10. LINUX SUPPORT: Now that I'm mainly using Unity for Linux, I may transition this project there to see how viable a work environment that could be! :)
    If anyone else took a crack at this game, let me know what you think, as that will help me make it better. (Any type of constructive criticism will do. :))
     
    iamthwee likes this.
  23. FuzzyQuills

    FuzzyQuills

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    NOTE: This post was copied from that odd abomination that was the new forum. I'm doing this to permanently set this reply in stone for when unity give it a go a second time. It was also one of my last replies before the forum rollback. On top of that... the smileys from Lithium somehow got preserved. :D

    Hi guys, just bumping this to report what's been going on with this project the last couple of months:

    So, the reason the addon content hasn't arrived yet is because... After the contest finished, it's been a bit difficult working through my spaghetti mess of rushed source code to both optimize it and fix bugs. As a result, after I put Unity on my netbook (and found it ran really well, well enough to replace my uni laptop for small unity work! [​IMG]) I've now decided to start again from scratch.

    And so far, that's come out quite performant; not everything's in yet, but the basic car movement physics, camera script, and basic AI is in. It runs all 16 player/CPU instances on an intel atom CPU without breaking a sweat. [​IMG]

    I've also planned on ditching shuriken for some particle effects, and hand-modelling and animating some myself. (example; the cars now have exhaust flares, but the "flare" is actually a scaled spinning mesh with an additive texture, kind of like F-Zero X's flame effects on cars)

    As for why I'm dropping Windows 10/8.1 support soon though... :-/ That's a long painful story. And it isn't entirely Microsoft's fault either.

    Basically, I found out a couple of months ago that Intel never properly supported the 2nd generation intel chipsets past Windows 7, and as a result, trying to get OpenGL anything running on Windows 10 on my laptop has been either slow and sluggish, glitchy or outright crashing. (Minecraft + Optifine, I'm looking at you) This I think is one of the reasons the editor crashes for me if I try to swtich to any OpenGL backend on Windows (Linux works a treat though, trust Linux drivers to be better. [​IMG])

    That, and hearing how Microsoft have been forcing the Windows 10 upgrade on some people has prompted me to leave Windows 10 to rot, at least for now. atm, I'm still running it, but soon, I'll be reverting back to 7 and getting my good OpenGL drivers back. The anniversary update has practically turned my perspective on the current situation though, so since most of the advanced GL stuff works on Linux anyway (I use a UEFI dual-boot on my main machine) I'm sticking with it. Especially since Cortana's notable improvements, like android notifications, got in. Now I don't miss calls when I leave my phone somewhere in the house, lol...

    Anyway, back on topic... so for those wondering in future where my windows store link has gone... that may be what's happened. I'm sorry for any future inconvenience caused, should I go and revert to Windows 7 in the future...

    On the bright side though, expect a reborn release of this game soon, with a far better optimized graphics pipe. [​IMG] That, and some new content. It's time I got back in the development game again. [​IMG]

    EDIT: Made some changes; Windows 10 build 1607 aka. the Anniversary update changed my outlook on Windows 10. that, and now that I think of it, I've liked supporting windows phone for some reason... :D

    2017 edit: The original dev machine is no longer used, I now use a Toshiba laptop running Windows 10 to develop unity titles, with the original, little-bit-more-powerful machine there for my gaming and game testing needs. Thus, UWP is here to stay
     
    Last edited: Apr 11, 2017
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  24. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,813
    Hello all! :) So... I haven't got around to getting condition + temps working yet, but the basic AI and vehicle physics are in the new 'reborn' version. :)

    I'll be posting a little progress video soon. I was also considering making both a Facebook page and a subreddit. Yay or nay? :D
     
  25. iamthwee

    iamthwee

    Joined:
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    Posts:
    1,154
    I'd say yay, publicity is always good. Do you have a new mac build for me to try?
     
  26. FuzzyQuills

    FuzzyQuills

    Joined:
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    Posts:
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    So, progress report; things around here have been a bit slow, and as a result, I haven't done much as of late. However, I do plan on adding in the rest of the barebones, along with a primitive online multiplayer implementation. (This will hopefully include matchmaking, but I'm not sure whether UNET's CCU limit would allow for that. Or I could use Forge Networking...)

    WOOOOW, my stupid notifications aren't working... again. That's something Unity should look at when they're bringing back the new forum. (If they do... hopefully, it won't be so ugly next time. ;))

    It isn't much atm, (very barebones test track without a lap counter) but yes, a mac build is definitely a possibility, I'll send one over when I have a bit more stuff in.
     
  27. FuzzyQuills

    FuzzyQuills

    Joined:
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    Posts:
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    So, I decided to redesign double jump a little bit... ;)
    Still the same engine so far, although I'm now adding code for the track spawns so I don't have to manually place the cars in every single time. :p Expect further improvements soon.
    I will also be posting a little video clip soon. :) Watch this space.
     
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  28. FuzzyQuills

    FuzzyQuills

    Joined:
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    Posts:
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    Some more stuff I've added so far:
    - Added ranking barebones.
    - Added several pre-built camera setups for various modes. I have: 1-player, 2-player local splitscreen and a special camera designed to emulate the dual screens of the 3DS. The latter is for when I obtain financial means of making a Nintendo 3DS/Wii U version

    For those wondering where the video clip went, I had some issues with all of my screen recording programs breaking after the anniversary update, (Windows 10 Game Bar's not even compatible anymore, due to my intel chipset having it's support cut off a while ago) so things have been a bit difficult. I do however have access to a powerful alienware machine at my uni I can use to post one, so expect something soon. :)

    Update: I may also be able to setup my mini 9 as a screen recorder as well... that thing is seriously amazing for a machine it's age!
     
    Last edited: Aug 17, 2016
  29. FuzzyQuills

    FuzzyQuills

    Joined:
    Jun 8, 2013
    Posts:
    2,813
    Hey guys, just saying that this project is not dead, (it definitely seems that way tbh) it is being worked on still.
    It is due to Project Hovercats (previously named Jet Rat Speedway, still deciding on that project's final name) taking up a lot of my time, as it is now effectively my uni assessment. :)

    On the other hand, i was bored today and decided to open up the new engine for this project, and fix the lighting up. So,
    Changelog:
    - Added Alternator Power's lighting engine to the game:
    This includes dynamic light sampling on dynamic geometry, and dynamic projection shadows clipped by static geometry
    - Added Alternator Power's cinematic motion blur to the game.
    - Updated copyright text.


    YouTube link to the latest build preview, showcasing the (not complete) lighting and motion blur:

    I had also lowered the player count to 6. Forgot why now, the final game should still have 16. :)

    Also note that the motion blur is much smoother than that recording, that's due to the framerate dropping a little under 60 when I recorded it.
    It blits the accumulation buffer every second frame to avoid streaking, making the actual feed an effective 30fps.
    The missing shadows in one section is due to the lightmap not baking properly, making the shadow transition to a normally-shadowed area really obvious. (For some reason, it wouldn't bake shadows, no matter what I tried)
     
    Last edited: Apr 11, 2017
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  30. FuzzyQuills

    FuzzyQuills

    Joined:
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    Posts:
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    New changes:
    - The graphical side was overhauled:
    This was to address mobile performance issues, and some inconsistent lighting results coming from the fact that dynamic objects had a weird blending formula. It's now been fixed. A second pre-pass was added to replace the old light sampling system, and now baked shadows affect dynamic objects better.
    - The game now has a render scale setting: On supported platforms, Anti-aliasing in all scales is used as well.
    - The Miraien 1 as a playable car is now in the new codebase.
    - Updated the physics settings.
    The fixed frame rate normally goes at 30 ticks, but if needed, it can go down to 20 tick. (if a CPU bottleneck makes the framerate drop below 20, it is then below realtime speed)
    This helped eliminate stuttering on lower-end mobile devices.

    To give an idea of how this final version will run, here's the test hardware for the current set of platforms:
    PC:
    • Rig 1: TOSHIBA NB550D (development machine)
      • CPU: AMD C-60 APU
      • GPU: Radeon HD 6290
      • 4GB RAM
      • Framerate: over 60FPS (80-100FPS during testing)
    • Rig 2: "Kirby"
      • CPU: Intel Core2 Duo E7500 (3.2GHz)
      • GPU: Nvidia GeForce GT 640
      • RAM: 4GB
      • Framerate:
    • Rig 3: DELL Latitude E6220 (I use it as my Steam Machine now, it was my previous development machine):
      • CPU: Intel Core i3 2.1GHz
      • GPU: Intel HD Graphics 3000
      • RAM: 6GB as of the time of writing (it originally had 4GB)
    Mobile (please note that for power saving and stability reasons, double VSync is used on mobile)
    • Samsung Galaxy J1 SM-J100Y:
      • CPU: Spreadtrum
      • GPU: Mali 400
      • RAM: 768MB
      • Framerate: 29-30fps
    • Samsung Galaxy J1 Ace SM-J110F
      • CPU: Marvell ARMADA PXA1908 1.2GHz
      • GPU: Vivante GC7000UL
      • RAM: 768MB
      • Framerate: <same as first J1>
    • Elephone P8000
      • CPU: MediaTek MT6753
      • GPU: Mali-T720
      • RAM: 3GB
      • Framerate: 32fps
    • Pendo Pad 4.0 PP4MT-7 (the absolute lowest-end device I've got):
      • CPU: Allwinner A10
      • GPU: Mali 400
      • RAM: 1GB (I think, I haven't been able to confirm)
      • Framerate: 20fps (this device ONLY JUST achieves real-time requirements)
    And for now, that's it, I hope to have something here soon.