Added: 2 years ago
From: LiquidRockGames
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  • This actually looks better than the game made by LKW. Good work :)

  • Really good !

  • This looks really good :). Can' t wait for the Linux release...

  • a racing game with weapons... no ones ever done that before :\

  • when is the first release date going to be? i'm really interested in trying this

  • Hi travistrue08, we have built our own proprietary game engine for Aftershock and wont be switching to other 3rd party engines. :)

  • i checked out your website and it says ur using a proprietary engine. is this going to apply to future games, or are u switching over to that engine?

  • needs to be darker and moodier i think... looks good tho! :)

  • This looks epic. I love the post-apocalypse environment...

  • sorry, my two posts later should be in reverse order, the first ending with "but" the second post starting with "but"

  • good looking game. I think it needs a little more "float feel" to it maybe. Much more speed as well!! like wipeout phantom speed.

    1) please do not put in catch up weapons where you get better weapons if you are behind, this is cpu assist at it's worst. games should be fair, if you are way better someone should not keep up with you because you are winning.

    2) pitch control: is it in here? game should have pitch control for nose of ship, pitch back, get better grip on turn, but

  • Comment removed

  • @wipeout2097xl

    but go a little slower, pitch foward, more slippery, but faster, also the pitch foward would keep you in the air more, while pitching foward would get you to the track faster.

    3) no speed advantage to the person who is losing, whoever plays more and is better should win. Many futuristic racers have been ruined by cpu assistance

  • I've read much about Ogre3D before and though about start using it but I have never used C++. I used PHP and Python alot before, but I see that the "main" or Ogre's native language is C++. I also see that you can use a wrapper called PyOgre, but i'm not sure that using Python with Ogre is just like using C++. Is Ogre slower using a wrapper? What have you used in this game?

  • @arhusebo they've used the c++ version of ogre. However using it in c++ isnt hard as long as you know inheritance and polymorphism.

  • What was the Game engine Used? or did u use Blender for that

  • This game is made with ogre3d right?

  • @Linxwire Yes we use ogre3d as our rendering engine.

  • Five stars!!

    So ogre was used making this? Was there a great deal of scriting involved or is it mostly logistics?

  • very impressive. keep up the good work

  • i think u should add in a random flicker in the animation of the flames behind the vehicle; by random i really mean random, try to have it be randomly added to the animation sequence. Also you should add more bounce/stabilization when the vehicle lands after being in the air rather than having it seem like a hard physical contact.

  • Awesome man!

  • Wow! great work!.. you really need to make an engine to do games like this???

  • @Lben18 or just use an engine someone else has already made, as long as it has the features needed.

  • I know I'll sound like an ass, but I can't help seeing Jet Moto 3 when I watch this. Now I really want a next-gen Jet Moto to come out...

  • THis is amazing really good work cool programming skills =)

  • Good Work, that engine are you using?

  • @digimikeh thx, we're using ogre3d as our rendering engine and built our own game engine and level editor around it.

  • Awesome!! Just add if you can a smoke effect on the ground under the vehicule!

  • I wish you could add a transparent glass-tunnel that goes up into the sky and gives you some sort of a locked-inside-a-tunnel-free-fl­ight-feeling, then goes back down into the town. This is something that is in my mind for years. Maybe you can do it. Would be awesome. Maybe you could even make a track that is floating in the sky and made from transparent glass. Then it goes up and down like a rollercoaster and sometimes you almost touch the ground and pass by some trees and houses and rivers.

  • Reminds me of Red Asphalt if it were to be made today.

  • that road that makes the craft fly in 180 degrees, should be pulsating light forward, and maybe be faster to drive on, just a suggestion that would add an interesting track

  • So wait, you did all the models in Blender, di all the textures in Gimp, then assembled it all in Ogre? Thats Raaaaaaaaaaaaad.

  • This is plain awesomeness!!!

    Just freeware and this good!!

    WOW!

  • Looks awesome guys! Nice work indeed :D

  • hmm... demo? xD

  • Hi santiainen, a demo will be released next year.

  • oh, thanks for telling... PS. i have been following ur progress in the ogre3d forums... u should post this video link in ur topic

  • ah, that one looks even better. but still i wouldn't mind if there are no weapons. please just don't forget about precise controls.

    a big number of tracks would be great, too. i really enjoy what i see here... i hope that aftershock will be an awesome game once it's final. don't stop that work, please!

    sigh, i wish i was able to code a game like that.

    respect!

  • God damn, this looks fricking gorgeous. Your modeller/s are brilliant! I cant wait to play it.

  • I'd Play that!

  • at all this is incredible but... do faster physic to that space ship to make effect like burout+wipeout. What engine did you use? Respond :D

  • Hi kamil122, we are planning to make the game speed faster in the future also the game was developed using Ogre3D.

  • Another great example for Open Source...

  • Looked nice, erm... wipe-out series inspired? Coz this preview really makes me think of Wipe-out. Loved that game pretty much on the PS.

  • Looks really good guys! Way to put Ogre 3d to good use. Did you guys use Blender to make the entire map too?

  • Hi Blades 265, yeah we used Blender3d to build all our level blocks and assembled the pieces in our own level editor built using Ogre3d

  • wow nice update, next thing what you should do is make the flames move as you turn and add some smake trails not too much, just a bit. and when you land on the ground some smoke would be awesome too

  • oh and add some water physics, sorry if I ask too much.

  • I've been following this project for about a month and just couldn't watch the video right away. Now, I've seen this video, and I honestly have to say it reminds me of Jet Moto. The ground objects are awesome, though, and I hope you'll add power-up items, like boosters or turtle shells. Okay, maybe not the turtle shells, but maybe you could have pit stops for temporary shield generators or extra fuel to spend on boosts.

  • There will definitely be powerups and boosters for players to pick up and turn their opponents to slug FantasyJam >:). The vid shown here is a rough preview of the track layout rather than gameplay.

  • is this going to be in linux

  • Damn

    those graphics are way too much for my pc to handle

    would there be a low graphic option?

  • Very nice, I'd be willing to beta test also.

    The game looks great, but I think that if you added slight blurs it would add to the feel of speed quite a bit.

  • keep it up

  • Looks amazing, need any beta testers :P

    keep it up guys

  • yup we definitely need lots of beta testers once the demo is out :)

  • Kl well let me know, would love to beta test it for you guys :)

  • Please put this video for download, Youtube streaming is buggy again :( (The circle loading logo keeps popping up)

    Looks great though, good job on the progress.

  • The ships need to bounce more though.

  • Haha yeah we'll work on it once we start testing on gameplay

  • I guess we'll need to upload an SD version of the vid as well for faster streaming

  • Looks great, good work

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