[STOPPED] GooberCars (see Z-Kart instead)

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GooberMan
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[STOPPED] GooberCars (see Z-Kart instead)

Post by GooberMan »

For those paying attention to the editing forum, I decided to play around a bit with making some car physics instead of working on Prime Directive a couple of weekends ago. The results thus far have yielded both some solid building blocks for proper car/kart physics and a smooth third person camera (with collision issues). I haven't touched the scripts since I last posted in there, and this post will show off the work I did that I haven't uploaded yet.

I don't really want to get in to making another Doom mod all by myself (there's too many other things demanding my time), so rather I'd like to open this one up to the community. I'll work on the car physics, provide ideas/occasional maps and generally be the director of the project, but ultimately this is a community project. We'll try to whip everyone's ideas in to a cohesive whole.

Let's aim for Cacoward quality too. This raises the barrier of entry, obviously.

Alright, so. First things first. There's two directions this project can go in. Both will be fully supported by my scripts, but for project purposes one or the other should be decided fairly early on.

The first option is a racing game. Pure and simple.



The second one is a bit more, well, Grand-Theft-Auto-y.



At the very least, multiplayer support will be expected. i know Zandronum is the big one to support, but to be quite honest I'm more of the mindset that the Zandroum devs should get their shit together and mirror the G/ZDoom codebase more closely. I have no idea how well my scripts will work in Zandronum.

Also needing a decision fairly early on is whether to target ZDoom or GZDoom. This is simply a matter of feature parity. GZDoom supports per-pixel lights, sloped 3D floors, models, and roll rotation (I think?). ZDoom does not, thus limiting what can be done geometrically and in terms of car physics.

Ultimately, I think the way I'll handle the car physics is to provide a separate library that both this community project and any other project can just plug in and use as they desire. But it needs a project to show off how awesome it is.

Who's in? Opinions?

EDIT: My work has morphed in to the Z-Kart code base. This project is effectively abandoned.
Last edited by GooberMan on Sun Jul 20, 2014 5:40 pm, edited 1 time in total.
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TheMightyHeracross
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Re: [WIP] GooberCars (a community project with a bad name)

Post by TheMightyHeracross »

If you can fix his head sticking out, this will be awesome!
Well, it will be awesome anyway. :)
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GooberMan
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Re: [WIP] GooberCars (a community project with a bad name)

Post by GooberMan »

I've already got half a solution in place for hiding Doomguy while a car is active. Just haven't gotten around to finishing it. Shouldn't take more than half an hour to do so, but I've been busy with other things.
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CorSair
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Re: [WIP] GooberCars (a community project with a bad name)

Post by CorSair »

No promises, but I'll try do some sort race map if time (and laziness) permits.

.:edit:.
Bah, screw it. A random half hour map that is supposed to look rocky desert canyon.

And let me remind again, that's just some random speedmap shit. Just a starter. Maybe I finish it in this week. Or maybe not.
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The Zombie Killer
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Re: [WIP] GooberCars (a community project with a bad name)

Post by The Zombie Killer »

Ah, I was waiting for this thread to be made,
Can't wait to see how far this goes

If the "Grand Theft Goober" option is pretty much a revamped and improved Doom Center-styled mod, then I'm all for it!
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Ctrl+Alt+Destroy
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Re: [WIP] GooberCars (a community project with a bad name)

Post by Ctrl+Alt+Destroy »

For a split second I was like "GOOBER-BARS? OH MAN, I'LL TAKE ONE!". But then I was all like "OH. GooberCars. Okay. I knew it was too good to be true. Darned eyes.".
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0bsidian
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Re: [WIP] GooberCars (a community project with a bad name)

Post by 0bsidian »

I'm more inclined towards the first option myself, if for no other reason that it makes me think of Crash Team Racing. Who's up for remaking Hot Air Skyway in Doom? :P
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The Zombie Killer
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Re: [WIP] GooberCars (a community project with a bad name)

Post by The Zombie Killer »

0bsidian wrote:I'm more inclined towards the first option myself, if for no other reason that it makes me think of Crash Team Racing. Who's up for remaking Hot Air Skyway in Doom? :P

GTA Clone + Racing Missions
I think I'm getting a li'l carried away here...
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GooberMan
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Re: [WIP] GooberCars (a community project with a bad name)

Post by GooberMan »

It's probably worth pointing out that even with my Half-Life transitions script, a Doom GTA type game will still be tricky. Halo would probably be a better comparison. Except with less copypasta.

The way I see it though? Anyone can copy another game's design. Taking inspiration from other games is certainly an okay thing to do, but there's already plenty of outright remakes in the ZDoom community (it almost seems "make Doom just like <x>" and weapons mods are the only mods that get attention at times). If we're only going to take inspiration, then we need to work out what else we can bring to the table to make it unique.

So, what do we have?
  • A hub-based FPS engine
  • A community that knows how to use it
  • Built in weapons that have stood the test of time
  • The option to target Heretic or Hexen if we want a fantasy theme (I always liked the idea of future medieval, where an apocalypse has happened and medieval societies have sprung up around technological ruins)
  • The beginnings of a vehicle script
  • The option to make it first- or third- person
  • Interest in both the racing and the open action gameplay models
What can we do?
  • A car racing game (with or without vehicular combat)
  • A vehicles-optional FPS
  • Something like Rage with a massive overworld map (think all 65536 map units on each axis with HL transitions to sub-maps)
Or something entirely different.

Each one of these requires more people than the previous. If there's not enough interest/contributors, the scope will need to be just a racing game. You know, unless you want yet another incomplete Doom project to litter the graveyard.
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RV-007
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Re: [WIP] GooberCars (a community project with a bad name)

Post by RV-007 »

I don't know if I'm gonna regret this post or not, but I sure want the project to aim towards a Twisted Metal + Vigilante 8 hybrid. Doom characters driving cars, lol (dunno about cars specialized for characters). GTA is okay in my opinion, except for having traffic laws all over the place. GTA is known to "be" a sandbox game, but as far as I know, it's like Elder Scrolls Arena/Daggerfall or any olde rpg. You just run all over the place and it takes ages. It's like reading a book.

Maybe it's easier to just stick to classes || monsters for now. Don't ask me if there should be a enter/exit option.

Here are more car sprites/sounds (Quarantine). link
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Captain J
 
 
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Re: [WIP] GooberCars (a community project with a bad name)

Post by Captain J »

loadkillable cars could be more realistic and funny. AND, don't forget make those cars dirtier and dustier if you're serious about driving violence games.
Tomicapo
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Re: [WIP] GooberCars (a community project with a bad name)

Post by Tomicapo »

CHUPAME LA PIJA
Last edited by Tomicapo on Tue Jan 03, 2017 3:53 pm, edited 1 time in total.
Failure
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Re: [WIP] GooberCars (a community project with a bad name)

Post by Failure »

Follow the next concept and It'd be perfect.

tho make the car do at least damage when hitting enemies.

http://www.youtube.com/watch?v=iYr0dQa5mtI
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Captain J
 
 
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Re: [WIP] GooberCars (a community project with a bad name)

Post by Captain J »

and guns too, inspirations from twisted metal is also good for make demons loadkill and gun-down either.
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kodi
 
 
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Re: [WIP] GooberCars (a community project with a bad name)

Post by kodi »

How about making it Rollcage-style with the weapons? Meaning you can slow, stun, blast enemies off course etc. but not destroy them.
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