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Member Since 10 May 2004
Online Last Active Today, 01:08 PM

Journal of mikeman > Close to the finish line...

Posted on 12 July 2014 - 05:36 AM

Man, I can't believe it's been almost 2 years since we started working on Hyperdrive. http://public.gamedev5.net//public/style_emoticons/default/smile.png

I guess part of the reason for that is because we used a custom engine, written by yours truly; however when the game started, it was just a personal project of mine, mostly for learning and fun; it w...

Journal of mikeman > Help us playtest Hyperdrive!

Posted on 24 February 2014 - 07:25 AM

We've made some significant progress with Hyperdrive since the last time I posted...so much in fact that we've decided it's time to engage in some playtesting, in order to test the game in various hardware configs, and get reports about bugs, glitches and the gaming experience in general.

So, if you want to participate and help us make the game release-...

Journal of mikeman > Off-road futuristic racing(yes, it exists!)

Posted on 05 January 2014 - 05:32 AM

So, this week I've got a brand new video of a new Canyon track I'm working on, which is (semi) off-road, in contrast to all the previous ones which where more confined.

Here it is! (HD option included)

The number of weapons/items I've implemented have officially reached 8 as of today...and they include the...

Journal of mikeman > Hyperdrive : Some gameplay changes, and a new level. (vids inside)

Posted on 21 October 2013 - 04:35 AM

Since my last journal entry, we've made a somewhat significant change in the combat gameplay. More specifically, if you read the previous entries where I describe the mechanics, you'll see that we used to have a shared "energy" resource which powered all available weapons. After some thought though, we decided to go for a more traditional approach: The ma...

Journal of mikeman > Hyperdrive: It'll be done when it's done(tm)!

Posted on 19 September 2013 - 06:11 AM

Wow...I checked my journal entries yesterday, and realized my last one was in May! I guess that, to an outsider, progress for Hyperdrive, the futuristic racing game me and another gamedev member, code_zombie, are making would seem kind of slow. However, it is not so: we have kept working on it this whole time, but since till now I do most of the coding w...

Journal of mikeman > Hyperdrive: Getting closer...

Posted on 08 May 2013 - 08:07 AM

Greetings from the journal land!So, as I expected, progress in Hyperdrive is somewhat slow, having to juggle quite a few things in real life, but pretty steady. We think it will be ready for release around September, including multiplayer. Vehicle and racetrack models are complete(11 vehicles and 8 track variations), background/environment models are pend...

Journal of mikeman > Vvvvvroooommmmm!(translation: I has new gameplay videos!)

Posted on 04 March 2013 - 07:18 AM

So...I've been working on Hyperdrive the last weeks during my free time(from job and university), and progress has been good I think. Not that I still don't have a ton of things to implement(including multiplayer), and of course also to polish and "juice" the game up, but we're definately on the right track http://public.gamedev5.net//public/style_emotico...

Journal of mikeman > New gameplay video

Posted on 12 October 2012 - 05:11 AM

Just a short gameplay video of a new track I'm playing with, which contains more variations than the previous ones.

Journal of mikeman > Windchasers still under way...

Posted on 09 September 2012 - 06:05 AM

So, for anyone that read my previous entries...I am still working on WindChasers, between job and college. Here's a gameplay video I recorded just some days ago:

I can't say I have much trouble developing the game, its biggest challenges is tweaking the physics, which is an ongoing process, and developing...

Journal of mikeman > Shiny new WindChasers demo! Come and see!

Posted on 03 June 2012 - 09:16 AM

Hello there. Well, since the last time I posted, some things have changed with the WindChasers project. Specifically, I decided that the top-down view, while interesting and more arcade-like, would seem too outdated to some. And since the graphics and physics engine can handle it, I decided to switch to full-3D view, like most modern racing games.


Journal of mikeman > Small update

Posted on 14 September 2011 - 08:57 AM

I don't have much new things going on...I worked a day or two on cleaning up the code, now I can say I work with it with much more confidence. I have implemented some new enemy behaviour and some post-processing effects but that's it. I also experiment with various environment types, and have gotten into learning a bit 3D modelling for my needs. The...