Games
3rd place in the Arcade PGD compo
by z0r on Jan.19, 2010, under Games, NecroSOFT Games
A while ago we participated in the PGD compo “Arcadia”. After a long wait with an extended deadline finally we have the results. And guess what: we are 3rd out of 4. Actually we hoped on something better because we put a lot of effort in this game.
Why we came in 3rd: you can all read it here.
The main reason is that we are 3rd, is that our entry suffered from input lag due to the high system requirements. With this we really missed some points.
You can see the results here at the Pascal Game Development website.
Future plans
by z0r on Dec.09, 2009, under NecroSOFT Games
As we made a nice game for the competition we also have some future plans for FUR. First thing is that we want FUR to be BIG. This means:
- More cars
- More tracks in different settings
- 1 or 2 extra game modes
- Last but not least: Multiplayer!!
We already did some work to make it BIG! Last week I started to rewrite the GUI system to be more dynamic. It features very basic scripting engine. Also it might be useful for other games we release in the future.
Next thing is that the physics library is out dated and the car physics are too heavy. This also requires a migration to a new version of the physics library we use: Newton Game Dynamics 2.0. Some new features of this library that can come handy in the future is procedural destruction and multi threaded physics calculations which will speed-up things a lot.
As we want to migrate to a new physics engine, we also require some internal changes on the vehicles code. In this case we require a rewrite of the vehicle physics and vehicle system. For the eye it should remain the same, but the code should be more efficient and creation of vehicles more flexible.
Stay tuned!
Fast Über Racer
by z0r on Nov.29, 2009, under Games
The final wait is over! After some sweat and tears we completed FUR for the PGD Annual Arcadia competition! You can grab a copy and start racing here! We left out some features like multi player and an online high score table, but we still have some future plans for this game! Stay tuned and us know what you think of this game!
FUR random images
by z0r on Nov.22, 2009, under Games, Media, NecroSOFT Games
The PGD compo deadline is near. Only one week left and still much to do.
We’ve done a lot the last couple of days like adding light flares, tuning car physics, track testing, adding sounds, made a game over sequence, score counting and of course fixed a lot of bugs.
Things we still need to do include online and local score table, enter name and game over menu, skid marks, sparks and multi player support.
Anyway here are some random images I took while developing: enjoy!
Tire smoke
by z0r on Nov.15, 2009, under Games, Hell Tech, Media, NecroSOFT Games
Today we where working on tire smoke. Here is a movie that shows the smoke as we have it implemented. The thick smoke was just for fun. Enjoy!
Vulcano
by z0r on Nov.11, 2009, under Games, Media, NecroSOFT Games
Created a new track again. While playing I thought I give it a shot and started recording it. Enjoy!
Industry Beach
by z0r on Nov.08, 2009, under Games, Hell Tech, Media, NecroSOFT Games, Sidebar Photoblog
No waving palm trees or white sands, but rough industry and large factories on the shores: Industry Beach. This is where you don’t want to be unless you want to race!
Sturmwalze WIP
by z0r on Oct.19, 2009, under Games, NecroSOFT Games, Sidebar Photoblog
This car is named ‘Sturmwalze’. Reason is: it’s fast and is has 3 huge tires in the back. It drives fast, but is hard to handle. (Yeah I love physics!!)
The texture still needs some work.
Update: Added WIP texture.
Blastback WIP
by z0r on Oct.12, 2009, under Games, Media, NecroSOFT Games, Sidebar Photoblog
A new vehicle has born: the Blastback. I created this model a few weeks ago, but today I finished the interior. Its still kinda crap and not finished yet, but I still want to show it off.
Triangle count: 8.000
Reflections
by z0r on Sep.20, 2009, under Games, Media, Sidebar Photoblog
Another day, another showoff. This time: reflections. As these reflections are faked, the still look pretty nice. The technique used is sphere mapping with final texture that I render within every render pass.
Ps.: The numbers in the top is not the frame-counter!



























