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Ogel Island - Multiplayer RP/Sandbox/Minigame Game


PapaBrickolini
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Keep up your fantastic work! I like how the vehicles you've shown in the video collide and supernaturally re-right themselves OldTonguePNG_transparent.png.e4013114c97501de1099aa06ca5e6529.png.

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  • 2 months later...
  • 2 weeks later...
PapaBrickolini

New larger frame and some new bricks. Along with a "Very WIP garage"

 

b32639c33f6a7b5a69a59d8cbf15c516.jpg

 

Car here is built 100% ingame. Bricks are added to the frame brick.

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  • 3 weeks later...
PapaBrickolini

Completely revamped the driving physics of the karts/vehicles.

I went from using wheel colliders to my own raycast based solution. And imo it looks and feels 10x better.

 

Karts are fast and bouncy which really helps achieve that arcade feel. They also support LR1 style power-sliding which helps speed you up around tight corners.

https://streamable.com/xma9z

 

Can support different wheel suspension heights and kart bodies, all while retaining max speeds to assure races are fair.

https://streamable.com/ksxcr

 

Started playing around with AI. As you can probably tell from the video, they're as dumb as a sack of potatoes.

 

They have a very basic "brain" that just tells em to randomly accelerate and steer, which sometimes makes them look quite intelligent, but most of the time they will drive straight into a wall.

 

AI vehicles are exactly the same as a player controlled one, and it's very easy to "take control" of a bot, if needed.

https://streamable.com/fk3mr

 

And finally a video of simply driving around with some bots in the walled area.

https://streamable.com/bqg6f

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13 minutes ago, AwesomeX said:

And finally a video of simply driving around with some bots in the walled area. 

This honestly looks like LEGO Destruction Derby and if there was damage, would probably be incredibly fun.

 

 

13 minutes ago, AwesomeX said:

Karts are fast and bouncy which really helps achieve that arcade feel. They also support LR1 style power-sliding which helps speed you up around tight corners.

Looks top notch, now add some LR1 environments, weapons and boosts and you got a LR remake :af:

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  • 3 weeks later...
  • 3 weeks later...

EDIT: WHAT THE HECK IS GOING ON WITH THESE EMOTES AAAAAAAAAAAAAAAAAAAAAAAAAAA

 

 

 

On 9/28/2018 at 6:12 AM, AwesomeX said:

I've decided to turn development towards making a little "remaster" of Lego Racers 1.

Racing around cartoony tracks shooting cannon balls at other brick built karts, pretty fun stuff.


A bunch of work lately has been UI related and thinking of how the menus should look and feel.

More work has also went into the kart/vehicle physics and feeling, there's still work to be done, but they're getting better.

https://streamable.com/fmnp4

Oh wow, this is fantastic! I hadn't realised you were so far along :o Well done on making it.... possibly the farthest ever achieved by a Lego game remake? :0  Keep it up if you can! :DI think we need to pull out the :light1: strobes :light2: to celebrate! All you need is the powerups and you'll basically have Lego Racers - although you've got to have that main menu music before we can truly call it Lego Racers OldTonguePNG_transparent.png.e4013114c97501de1099aa06ca5e6529.png
 

Quote

More work went into AI as well. They actually have a very small brain now! They're just smart enough to drive in reverse if stuck, and to follow a given course.

 


Currently they are insanely good drivers, too good, they're very difficult to pass, let alone beat in a race. Gotta make em a bit dumber.

 

No, you don't need to make them dumber; when we get our hands on it we'll invent interesting ways to beat the AI :smug: Also, when you add LR1's powerup functionality into the mix (please don't implement LR2, Stunt Rally, or Drome Racers' powerup system! :P ) the player will be able to use powerups much more strategically than the AI. So don't bother with a nerf just yet.

 

 

Keep up the truly amazing work! :light3:

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18 hours ago, aidenpons said:

No, you don't need to make them dumber; when we get our hands on it we'll invent interesting ways to beat the AI :smug: 

If anything, it will be like Mario Kart's engine class. 50cc is basically classic LR1. Can you imagine what will happen if the AI go 100cc or 150cc? That would be great and even better to use the overpowered warp turbo boost if things go wrong.

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On 9/27/2018 at 7:12 PM, AwesomeX said:

I've decided to turn development towards making a little "remaster" of Lego Racers 1.

Racing around cartoony tracks shooting cannon balls at other brick built karts, pretty fun stuff.


A bunch of work lately has been UI related and thinking of how the menus should look and feel.

More work has also went into the kart/vehicle physics and feeling, there's still work to be done, but they're getting better.

https://streamable.com/fmnp4


More work went into AI as well. They actually have a very small brain now! They're just smart enough to drive in reverse if stuck, and to follow a given course.

Currently they are insanely good drivers, too good, they're very difficult to pass, let alone beat in a race. Gotta make em a bit dumber.
https://streamable.com/q5r10

https://streamable.com/37ti3


Lots of other stuff has gotten work done, such as basic HUD elements, sounds, particles, a simple test-track "ripped from LR1" and more.

 

I also quickly added a screenshot camera last night courtesy of Garry Newman, which allows you to take some super cool screenshots ingame.

 

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2j4ai9.png

eiun5i.png

 

If ya wanna keep up to date further on this project, I've made a Discord server where I'll be posting development info and taking suggestions, feedback, etc.

https://discord.gg/TT5FD5q

 

This looks fantastic! I hope it all goes well! I'd love to see a Lego Racers game with more stuff to build with!

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  • 2 weeks later...
Fluffy Cupcake
On 9/27/2018 at 9:09 PM, aidenpons said:

No, you don't need to make them dumber

I can concur, I always feel more satisfied when the AI gives me a challenge rather than being beatable in just a couple attempts; But not everyone feels the same as I do... this is where difficulty levels come into play!

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  • 2 years later...
PapaBrickolini

Hmmm, last post was over 2 years ago, whoops..

 

A lot has happened over that time, I moved houses, twice, I changed jobs, thrice, I've been doing contract work, and I've released a few games. All while still developing and prototyping for racers on and off.

 

So let me get the first bit of cool news out of the way, I recently released a little arcade game for Halloween, Papa's Grave Quest!

https://papabrickolini.itch.io/papas-grave-quest

 

TwudnR.png

7JbXp.png

xQjmhB.png

 

It was developed in 72 hrs, just in time for Halloween. And features a version of my kart physics to be used in RR.

So go check that out right now and play! And be sure to leave feedback and rate it on itch.io.

 

Now what about RR? Well lets see.

First off while I haven't posted here in >2 years, I do however discuss and post updates on our Discord!

https://discord.gg/TT5FD5q

So if you're excited for racers, definitely join our community.

 

Lately in development I've been working on visuals and recreating the Test Track.

unknown.png17September2020-12-30-09.png

 

Recently created a new minifigure rig and got some renders.

Rocket.png

Racer.pngRacer_Skeleton.png

 

I asked the community how they felt on having impossible poses on figures "shoulders out of sockets etc"

05October2020-14-04-59.png

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06October2020-15-14-46.png

 

Cape physics.

https://streamable.com/bbdaum

 

A ton of other stuff that has happened, but in short, RR is still being developed actively, we got a community growing and some cool stuff is planned.

So again, if you want live updates and participate in game night, join our Discord.

https://discord.gg/TT5FD5q ?

 

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Just finished giving "Papa's Grave Quest" a go, and it's a fun little minigame. For a game made in 72 hours (off of the basis of your project), it's not too bad, and provides a fair few minutes of fun.

 

 

My only major issue with it is the steering is extremely loose (it takes too long for the vehicle to start steering when I press the key and it doesn't stop steering the moment I let go of the key) so it was very difficult to ram the skeletons (I kept over-steering when trying to turn towards a skeleton, even if I was making small turns/adjustments to line up with the skeleton).

 

The steering/physics might suit the racing game you're trying to make (I can imagine the loose steering possibly working on a linear race track), but it doesn't work well in a small arena with static obstacles (I kept crashing into the trees and the fence while playing because I couldn't steer away from them fast enough).

 

Overall, not a bad minigame, and frankly I'm curious to see if these vehicle physics work/feel better on a race track instead of a small arena where you have to hit moving targets.

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