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Journal of mikeman

Close to the finish line...

Posted by , 12 July 2014 - - - - - - · 2,441 views

Man, I can't believe it's been almost 2 years since we started working on Hyperdrive. Posted Image

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 was only when Jacob(code_zombie) entered the picture that we were able to hire some artists for graphics and music, thus making the whole thing a lot more "serious". At that point, we evaluated out choices: We could either switch to something like Unity or UDK(UE4 wasn't out at the moment), or continue with the custom engine...at the end, we decided that it would cost us more time to do a switch, so we continued with what we already had.

Anyway, this week I finally finished designing all the 8 basic race tracks that will be in the game. So now all that is left is mostly integrating the multiplayer component. In the meantime, I'll probably be working on some off-road tracks, to increase the total number of tracks to 12. I think that's a good amount of content.

Last 2 tracks I worked on were "Subzero" and "War-torn City". They are basically finished, aside from some things I plan to add on Warcity, like tanks and turrets fighting, spaceships flying above the track, and so on.

If you want to help us out with the development of the game, go to our site and sign up for the "Alpha Test".


You will receive in your mail the link to the alpha build, which you can play, and then reply to the mail with any kind of impressions or suggestions you have for the game. Some of the criticism and suggestions we have gotten so far has been really valueable!

And so, I leave you with 2 more gameplay videos, of the aforementioned tracks. Any comments, as always, are welcome. Posted Image

Help us playtest Hyperdrive!

Posted by , 24 February 2014 - - - - - - · 1,266 views
playtest, hyperdrive, futuristic and 1 more...
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-ready, go to our site:


Follow the instructions in the thread, and post any remarks you have there. All comments will be immensely helpful!

I leave you with a couple of videos showing the game in its current state(and tracks you will be able to play with the test build)

Off-road futuristic racing(yes, it exists!)

Posted by , 05 January 2014 - - - - - - · 2,201 views
game futuristic racing
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 basic laser cannon, speed boost, temporary Invulnerability Shield, guided missiles, the "Scorcher Beam", which is a direct beam that sets the enemy on fire for an amount of time(draining health and preventing them from enabling shields), the "Cryo Beam", which doesn't affect health but "freezes" the weapon systems of the enemy, disabling them for some time, Landmines, and a "Shield Disruptor", which destroys the enemy's Invulnerabiliy Shield.

One interesting, I think, issue is how would the "Scorcher" and "Cryo" beam would interact. If you shoot with Cryo at an enemy already on fire, I'm thinking that maybe it should still damage the weapon systems, but also put out the fire(the latter being for your disadvantage). If you are on fire, maybe using the Cryo should make it automatically apply it to your vehicle, again with the same effects(but in this instance, disabling your weapon systems would be the con, and puting out the fire the pro). And so on. Yes, I'm in this sweet period of developing where, besides hunting bugs, I've got enough game implemented in order to play around with this kind of things. Posted Image

So, enjoy the video, comment on whatever you like or don't like...you know the drill. Posted Image

Hyperdrive : Some gameplay changes, and a new level. (vids inside)

Posted by , 21 October 2013 - - - - - - · 700 views

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 main mechanic of the game remains the same : Participate in championships, earn points and money, and use them to buy new vehicles/items/weapons/upgrades. Before each race, you choose your loadout that consists of 4 weapons/items you can use for that particular session.

The difference is, each weapon now has an individual ammo counter, just like more shooter games, and some have an additional "cooldown" time, mainly to prevent the player from spamming things like missiles or speed boosts. Weapons have various effects on enemy vehicles, such as (obviously) reducing their health or slowing them down, and some "special" weapons can do things like disable the invincibility shield your opponent is currently using, or his whole weapon system for a short time.

The health bar itself, for each vehicle, is divided into several sections/cells. You start with 4, but as you progress you can upgrade them. The health regenerates slowly over time, but if you lose one whole cell, you can't regenerate beyond that point. It is a system that's been used in some shooting games I've played, like Mass Effect or Chronicles of Riddick: Escape from Butcher Bay (note: amazing game!).

Anyway, we're currently working on a new track, an "Alien Colony" level, which contains a tunnel, and an open terrain section in which you have the ability, for the first time, to choose an alternative route, a feature that we'll continue to flesh out as we keep working on the game. Also some good news is that we've collaborated with a composer that will write the music tracks for each level, and also the menus, so that's one more thing scratched off our list. The following 2 gameplay videos showcase the aforementioned level, as we work on it, and the music track is one written by our composer. I hope you like them, and as always all comments are appreciated. I really could use feedback on what people like/don't like about any of the game's elements, from looks/graphics to gameplay(as much as you can infer from the video, obviously), music, level design, speed feel, anything.

So, until next time!

Hyperdrive: It'll be done when it's done(tm)!

Posted by , 19 September 2013 - - - - - - · 896 views

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 work, and also have to juggle a day job and my final semesters for my CS degree, it's just delayed a bit. We are pretty sure though that we will launch it properly around january at the latest. Most of the "game" part is there, and the World Editor has now enough features to allow me to easily make new levels. Now it's just a matter of designing some good racetracks and balance things like vehicles,upgrades and weapons.

I was also pleasantly suprised a couple of weeks ago, when I found on the ouya forum a thread about our game, which contained mostly positive comments. Now I don't know what future the OUYA really will have(there have been some interesting things going on lately, like Telltale's "Walking Dead" series officially coming to it), but it's surely nice to see at least some people interesting in what we're making.

Here's the thread:

Anyway, I won't go on with more details, as I've talked about the game mechanics in previous entries, I'll just leave you with 2 gameplay videos showcasing 2 different tracks. And I'll probably update this journal before another 4 months pass(I hope!).

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