Archive for April, 2009

Car models

by Xbits | April 26, 2009 | In Blog Entry 3 Comments

Hi all.

Weekend is over.  following PapaPersia’s advice I got real drunk last night so today I gave my head a rest  and did no programming, still there’s plenty of work to do so I started drawing the car models. Some of the most popular models are done, some are based on the blueprints I found on the web others are kinda made up from looking at the photos.

It takes me more than an hour to draw one, there’s currently 66 cars in the market plus the reputation prizes 70 something…thats a lot of hours.  X(

A lot of tweaks have been done in the game engine also, I think  the game is  finally time-based instead of frame-based, this would make the car go slower in slower computars, so it was a major issue. Also some performance and graphical improvments were done. Thats all for me today.

Cya

Joao

Blogo numero uno

by papapersia | April 26, 2009 | In Blog Entry No Comments

HELLO!!! this blog has been a very long time in comming, actually this is the second blog ive written however the first one posted. The last time I wote –  April6th – I was busting on how crazy it was that the first Ultimate Aero was racing. This time im going to talk about the team structure. There are many many teams in the game now, With a bell curve median of large club houses. Though there is a clear strategical difference in club formulation since the overhaul of the last BulletDrive round the competition is just as fierce. No longer are 1-3 member teams the beneficiaries of club settings. The trend is now towards a philosophy of “the bigger the better” (thats what she said?..). The benefit of having more memebers allows access to more parts from clubmates and a higher chance of having the best players in clan wars.  
Division and resurfacing of a new drunken club has brought about some intersting changes as well – The Drunk Drivers, affectionately known for their battles fought with their sword of words, (too drunk to fight / talking in their sleep) have taken some of Drunk Bastard’s top members and consequently allowing PT to catch up. The speed matters now in this context.
Though Drunk Bastards remain number one, it seems that the reason for the insurgeance  in intoxicated leadership of the boards is through team affection and pride. Club mates are never turned down for help and everyone is friendly, there lies a nice sense of sharing, and beer. So I say upon all those non-drunken BulletDrive peeps (keeping it gansta) Go forth and be drunk.. better yet treat your mates the way you would want to be treated because helping out a clubmate in this game only goes to increase your success. 
What makes this game worth playing is not the points but the commeradery involved.  

This being said I feel kinda drunk…
Cheers!

Hey everyone!

So “we”ve been secretly developing an action version of BulletDrive for the past few months. The plan is to create a new BulletDrive server that will mix the current management mode with a more interactive mode the current server will still be kept for players who prefer it.

Programming is taking a long time many headaches and lots of caffeine, getting the car to move realistically is not as easy as it might seem at first , but still we’re quite happy with the results so far.

Here are a few screenshots:

scrnshot2

Be careful with the speed you take into curves :)

scrnshot3

Drag track (-62 speed lol, no more beer for our test pilot!)

scrnshot4

Offroad track, this still has a few problems with maneuverability and CPU usage with the dust trails, it will probably need a whole new rule set to work.

scrnshot1

Can you smell the burnt rubber ;)

Some of the key behaviors we’ve managed to simulate are drifting , different behavior depending on traction type (I.E. FWD, RWD, 4WD), weight transfer between axis, interactive physical objects and dynamic engine sound depending on rotations. The tracks are also very easy to create so we might do a track editor applet later on.

Initially the game was to be realtime multiplayer but looking at the time it has taken to get this far we’ll probably be releasing it as a time trial with ghost cars (I.E. – oponents best lap) and working on the multiplayer part later.

Theres still alot of work to be done but hopefully a playable version will be ready next month.

I’ll try to keep adding new updates here .

Cheers

Joao