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The title says it all, this is my next project for EDuke32.
![]() Progress has happened much faster than I anticipated, hence the topic posting earlier than what I originally predicted in my DukeCTF thread. Even though the progress I've made is nice, its still not near any sort of release. The site has some basic info and a LOT of missing pictures (explained later), but does have some development screenshots to keep yourselves drooling ![]() The biggest thing that would hold this back from a release is the artwork. Currently I'm using Mario Kart sprites as place holders until I can get some other artwork in there. I am NOT planning on distributing the Mario Kart sprites as I tend to like the absence of legal trouble in my life and plan to keep it that way. I've been searching for any GPL/CC/PubDom art that I could use in this project and the only thing that I've found that I could use are Super Tux Kart models as they are released under the GPL. The only problem is they are in 3DAC format. I've tried a couple of times to convert them to MD2 with blender, but always get some odd errors. (must be my noob-ness with blender or my complete lack of understanding with anything art related) The ideal thing would be to use Duke Nukem related models, since it is an EDuke32 mod. Website As always, questions, comments and feedback is appreciated ![]() |
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#2 |
Re: DukeKart
There is also the SpeedTrax TC for Duke Nukem made using the old con system:
http://wiki.eduke32.com/duke3d/tc/speedtrax/ Some of the maps and graphics in there might be worth looking at. I don't know if the author can be contacted. I think it would be funny as hell to have Duke Nukem characters driving carts around.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#3 |
Re: DukeKart
Speedtrax's maps have a Mario Kart-type feel for the most part - there's also Fakir (Geoffrey)'s usermaps at MSDN. It has some nice cartoony graphics so that might be useful - if you're going for that graphical approach.
It sounds interesting, will definitely keep my eye on it ![]()
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Smoker incapacitated Telee |
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#4 |
Re: DukeKart
Awesome
![]() http://forum.zdoom.org/potato.php?t=...r=asc&start=45 Good luck with this ![]()
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"if we fill survival with particles then we can compete with modern games" - James |
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#5 |
Re: DukeKart
I could help by putting the HRP models on carts and render out sprites as well as making md3 versions. Just need a cart model.
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#6 |
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Cool. Just for the hell of it, I decided to draw up my own "Duke Kart" sprite
![]() ![]() It's a little rough. I kept it about the same size as the sprites from Duke 3D, and even used the Duke3D colour pallet. It was loosely based on the Pig Tank. If I wasn't lazy right now, I'd try drawing the rest of the set. ![]()
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#7 |
Re: DukeKart
That looks cool
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#8 |
Re: DukeKart
Yeah nice stuff
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traB pu kcip |
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#9 |
Re: DukeKart
Looks awesome!
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Smoker incapacitated Telee |
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#10 | |
Re: DukeKart
Quote:
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#11 |
Re: DukeKart
Oh ****, that reminds me - I made a couple of recon cars a while back based on the tank and pigplanes, but I've never been able to find a use for them. If you want then you can use them, I guess:
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"if we fill survival with particles then we can compete with modern games" - James |
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#12 |
Re: DukeKart
How about we use the actual 2 pig tanks and the recon car without modifications? That'd be corny.
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#13 |
Re: DukeKart
Maybe we could have several cars for each character (ie start with Tank, win a certain race track and unlock recon car/Geoffrey's car/Kev's car)? Or possibly upgrade your car over time?
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Smoker incapacitated Telee |
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#14 |
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Re: DukeKart
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#15 |
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Wow what feedback!
@DeeperThought and Telee: Speedtrax is interesting, albit broken (you can just set jump to a button and really mess stuff up ![]() @Parkar: That would be awsome if you could render them into models/sprites for me! I'll keep an eye out for a cart model to help @kev_hetic: thats a sweet looking rig there. wish i had some of your artistic talent @Geoffrey: Your pig-cop tank would be a good character in DukeKart. And then to fit with the theme we could have Duke drive something like a WW2 style jeep or one of those vehicles that requires three lungs to say. Just because its a kart mod doesn't mean it has to be carts @Telee's second post: An upgrade system would be plausible, although changing stats would be easier than changing the art IMO. eg: gain points based on placement 1st->4 pnts, 2nd->3, 3rd->2, 4th->1 and then use those points to increase speed, acceleration, or turning ability. Had one of those random ideas (tm) where it could be like Diddy Kong Racing where after you complete a world/episode you race one vs. one against one of the big bosses. we'll see Well here is run down what I need to get done code wise Weapons: oilslick,rocket,homing rocket,landmine/fake item box Waypoints/Checkpoints (mostly for bots) Racer's positon (right now says everyone is in first ![]() ---Thinking of using Waypoints to help with this one, hence waypoints before this Bot AI |
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#16 |
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Re: DukeKart
Hmmm...In eduke32 you can disable jumping completely. You'll definitely need waypoints so they know where to go, and so the game doesnt get confused.
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#17 |
Re: DukeKart
I already have disabled jumping, I was commenting on SpeedTrax. It was made for Duke1.5 so the way of removing jumping was to not have a key bound to it. Effective, yet easily changeable
Last edited by eyceguy; 04-15-2007 at 09:17 PM.
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#18 |
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Re: DukeKart
is this going to be sprites then a addon for highresolution textures or just sprites because i think it would look great in hrp form
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#19 |
Re: DukeKart
Probably sprites to go for a classic look - At least, that's the way I'd want it.
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Smoker incapacitated Telee |
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#20 |
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Re: DukeKart
Yeah cool
its good to see some Duke Nukem mods poping up |
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#21 |
Re: DukeKart
I'm gonna say we'll start off with sprites as the main way to go, but I am definately not going to shun any models. That way everyone can play the way they want
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#22 |
Re: DukeKart
If you get the gameplay decent, I think it would be possible to do kart versions of all the 3D characters..
I'd be interested in doing the Trooper-kart. |
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#23 | |
Re: DukeKart
Quote:
![]() Vavoom ![]()
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"if we fill survival with particles then we can compete with modern games" - James |
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#24 |
Re: DukeKart
This project seems to be interesting.
I can feel the excitement around here ![]()
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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#25 |
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Re: DukeKart
If you are going to make those cars 3d, I can provide a car with player from Decay in it
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#26 |
Re: DukeKart
I have to say I'd really like if this would get up off the ground and playable
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#27 |
Re: DukeKart
Here, I finished the animation for my Pig Cop Kart, if you want it:
Frames: ![]() Preview: ![]() It was such a pain in the ass to animate, so I'm not sure if I will make any more. Maybe when I get more free time. Enjoy. ![]()
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#28 |
Re: DukeKart
Kev, that's all sorts of awesome
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#29 |
Re: DukeKart
Thanks.
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__________________
RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#30 |
Re: DukeKart
And you used the maximum number of viewable angles, too! The only thing it lacks now is some animation for the treds. But that would only require some minor adjustments to the frames.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#31 |
Re: DukeKart
Hehe, that's cute
![]() I wonder how the Octabrain and Slimer karts will look like ![]() I might try to do some concept art but I'm afraid I'm too lazy to do all sprite frames.
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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#32 |
Re: DukeKart
This is awesome
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A true genius does not need boundaries such as 'common sense' |
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#33 |
Re: DukeKart
Great stuff dudes
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traB pu kcip |
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#34 |
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Re: DukeKart
Kev that is sweet.
Also, Geoffrey, I could possibly find a use for the recon car in the future so dont worry. ![]() |
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#35 |
Re: DukeKart
I'm guessing slimer won't be in?
![]() ![]() Maybe it can be used as a trap? (it jumps on the player's face, blocking their view)
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Smoker incapacitated Telee |
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#36 |
Re: DukeKart
haha looks pretty good.
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"Mark it ZERO!" |
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#37 |
Re: DukeKart
You can try a General Grievous transport for Octabrain, because of the tentacles...
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#38 | |
Re: DukeKart
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Pipebombs as mines... Forward shooting shrink rays, to shrink enemies to half size, making the slower too (like the lightning from Mario Kart 64... just, it's one hit and not all players, like the lighting did) Freeze ray to freeze enemies in fornt of you... Lasts only a few seconds (1-2) but they'll glide forwards, without being able to turn... so these short 1-2 seconds will be a real pain, as you can't control your kart Steroids for speed I'd like to see these ![]()
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A true genius does not need boundaries such as 'common sense' |
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#39 | |||
Re: DukeKart
Quote:
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Last edited by eyceguy; 04-17-2007 at 07:20 PM.
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#40 |
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Re: DukeKart
Hmm...if you can get this off the ground and show some real progress...I'll see if I can chip anything in. This looks to be promising. Also, try to keep everything in terms of duke. Try to throw in the Atomic Health somewhere!
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