I started to work with CryEngine Sandbox twelve years ago. (damn, already 13 years?) I also work with Game Maker and I'm learning with Unreal Engine 4.
In Razor Sharp, different vehicles will have different HUD. Old vehicles might have HUD like this one. This one excludes RPM meter, so player must guess the RPM by engine sounds. Later, player will be able to replace them with more modern ones.
Vehicles will have many cool features like for example changing gears + clutch (already included), engine temperature, modern ones various indicators like reminder to fasten seat belt (also already included).
wtf, engine temperature ? :D i like that :)
but is it not a litle bit over the top for a top down perspective game play ?
btw i like the idea how you draw the spedometer line, nice idea with that simple start and endpoint!
Maybe it's a little over the top, I don't know, it's not working yet.
So far, the RPM affects fuel consumption. For example when you have high RPM, you burn more fuel but when the car's slowing down and the engine is powered by car's motion, you burn nothing. :D
I know that gears might get annoying soon, so they can be set to automatic, but it's not so good.
i think its not the problem to get eTemp to work, the problem is to visualize it usefull and get it usefull into the gameplay without anoying the player.
the rpm-fuel connection is nice, but is it really noticable by player and is it usefull for gameplay? what have you in mind about this?
did you know: i needed finally years to get fuel consumption and refuelling finally for all vehicles to work, inclusive the save/load operability :D
It's meant to be some kind of engine-damage metter. When the engine gets damaged by bullets or high RPM, for example, it starts overheating.
RPM and fuel...
Since I've decided to aim it more like an RPG, where you can have a personal vehicle, some people might try to keep the consumation as low as possible. If not, it's just a cool detail most won't even notice.
ah, seems i misunderstood your game a little bit, me was thinking about a player car2car-jump gameplay, like gta1 / gta2.
a vehicle RPG .. wow, like madmax scenario but in urban environment?
There will be possibilities to play it both ways.
The current idea is: a game where you're just a guy called Sheldon Sharp and everything else is up to you.
I'd say something like a combination of GTA, The Sims and simulators.
It's just a crazy idea so far, so I'm, wondering how it will look in the end. Now I'm doing the vital stuff like AI.
The funny thing is that the first idea ever was something like a clone of Hotline Miami. :D
Now it aims to be a game I ever wanted to have. :D
> Now it aims to be a game I ever wanted to have. :D
great, thats the spirit which keeps me doing opcl since 2008 :)
but i was in a comfortable position: i have had a working gameplay and gunplay in farcry as base.
Yes, that's an advantage of modding, you don't need to start from a scratch.
But when it's already done, I think it's better to have everything custom. Now I mostly understand why everything happens as it happens.
I never ever played a top-down isometric game, so this will be a first.
I like the 3D features, of course.