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destructor2d_720p_4ch_1.mp4
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2D racing & highway driving game with GTA IV physics.
Flatout + BeamNG + GTA IV, but in 2D.
What do you think about it?

Trailer: https://www.youtube.com/watch?v=KmnpzOYB-bM

Steam page: https://store.steampowered.com/app/4660070/Destructor2D/
Replies: >>306769
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Looking at the trailer, the tech looks cool, the race modes look interesting (depending on how good the AI is), but I think the other modes need to be more game-y.
Let me spitball some ideas:
>Drifting mode could use its own scoring method, either with time restrictions (NFS:U style) or without (Driveclub style) would be fine IMO.
>Demolition derby, crash racing and carnage could reward you for destruction. 
>Highway driving could have a mode derived from it that has objectives like catching up rival cars, or destroying them with your vehicle (you could even add car weapons for this).

Either way congratulations on getting the game on a storefront as a solo dev, OP.
(And if you were to make a sequel or new game, you could build your own flavor of GTA or Burnout on top of what you've done here.)
Replies: >>306762 >>307753
>>306761
>(depending on how good the AI is)
I keep improving the AI but even now I cannot win Professional race with Formulas.
In crash racing the AI is worse than me but the challenge is that you get worse car than some AI drivers and you have to overtake them all and win.
>Drifting mode could use its own scoring method, either with time restrictions (NFS:U style) or without (Driveclub style) would be fine IMO.
I was thinking of drifting event where you have a drifting track and you just drift until you end at the finish line, without time limit. Is this like Driveclub? And you would get points for high angle and long drifts.
>Demolition derby, crash racing and carnage could reward you for destruction. 
Demolition derby already does it, but you don't see it on trailer because it's outdated.
Crash racing - how would it reward you for the crash? Because to win crash racing you need to be first on the finish line.
Carnage - this is not yet implemented as game mode but I hope it will, it would give points for destruction within time limit, like in Driver 1.
>Highway driving could have a mode derived from it that has objectives like catching up rival cars, or destroying them with your vehicle (you could even add car weapons for this).
I was thinking of adding highway race or just time trial to drive around whole highway. I am considering police pursuit and police getaway. But those are just plans.
>Either way congratulations on getting the game on a storefront as a solo dev, OP.
It's only part success, it's just a coming soon page, now need to get wishlists, steam fest, and then release game for sale.
>(And if you were to make a sequel or new game, you could build your own flavor of GTA or Burnout on top of what you've done here.)
I started this project as GTA clone actually, but the scope was so big that I decided to downscale for first game. I do plan more city, missions and stuff like that for the sequel.
Replies: >>306784
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>Is this like Driveclub? 
Yeah.
>Crash racing - how would it reward you for the crash? Because to win crash racing you need to be first on the finish line.
Makes sense, guess one of its challenges is avoiding collisions, unlike other destruction modes.
>I was thinking of adding highway race or just time trial to drive around whole highway. I am considering police pursuit and police getaway. 
Those sound good.
>I do plan more city, missions and stuff like that for the sequel.
Awesome.
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>>306758 (OP) 
>What do you think about it?
Looks neat, I hope he adds guns and qt girls.
I can't really tell you what I think unless I play the game, but it looks like GTA mixed with F-1 Spirit, but with a more realistic driving model. Interesting concept and could be really fun.


Since you asked what I think, just from watching the trailer, and what the general audience is probably going to think, I think the environments look a little sparse. It's just 3 textures repeating with any stochastic texturing.
Since you're doing a full physics model, it would be nice if pieces of the vehicles fell off instead of just little dots to represent debris.
The overpass has no shadow so it kind of blends into the other road and there is no sense of height to it. Everything in general needs a lighting system because it looks very flat.
Right now the impacts don't look very satisfying because the cars are so rigid, they don't shake, flex, or roll with the suspension system, or anything. Hard to get a sense of acceleration as well.
Everything looks like it is in slow motion.
Some of the collision boxes are way larger than the vehicle, which is a problem if you're trying to make meaningful impacts with each other.
Maybe add objects we can collide with, like traffic cones and those "water filled barriers".

The concept seems like it could be fun.
Personally I'd like to see some pedestrians we could ragdoll. If you were feeling crazy you could make the next GTA 2 and have it be loved by everyone.

Also, add a Blast Corps level.
Also, name it Nigger Destructor2D.
Replies: >>306803 >>307053
>>306762
>Crash racing - how would it reward you for the crash? Because to win crash racing you need to be first on the finish line.
In the Burnout series crashing other racers rewards you with more boost energy and/or better positioning on respawn. You could also do something like the aftertouch mechanic which gives you air control during a crash if you started it but I don't know how that would work in a 2D game.
Looks promising, out of curiousity what technology to make this do you use?
>>306770
>If you were feeling crazy you could make the next GTA 2 and have it be loved by everyone.
Add in oil slicks, vehicle mines and car machineguns maybe.
Make cops chase the player and if you can put up roadblocks and the game will be a guaranteed hit.
Do the cars catch fire and explode too?
From the videos alone it looks really enjoyable and i played lots of racing games both 2d and 3d so i can tell just by looking at it that its enjoyable.
Great work i know how hard it is to make an even playable prototype so im really happy you managed to make something that has atleast basic gameplay elements working.
Replies: >>307054
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>>306770
Good feedback.
>Also, add a Blast Corps level.
What would happen in the level?
>Also, name it Nigger Destructor2D.
Steam will ban it and means 0 sales.
Replies: >>307125
>>306803
>Looks promising, out of curiousity what technology to make this do you use?
C++
OpenGL 1
SDL 2
Object Pascal (for game editors)
physics engine is custom made in C++
>Do the cars catch fire and explode too?
Not yet, should I add?
Replies: >>307129
>>307053
You would ram into buildings with a bulldozer or mech or something like that, and they'd explode and collapse, and I guess there's the constantly moving bomb, just like Blast Corps. That would be fun. If you did that, then you could also use those vehicles in time trial levels to blow up buildings while you race. I really enjoy Blast Corps.
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>>307054
Neat, good job.
>Not yet, should I add?
Ye you should, you can make it optional, maybe per game mode.
Did you add props yet?
Some assploding barrels or stuff that falls off trucks and cars would be a sweet gimick.
Getting back to the oil slick idea, how about oil leaking from damaged vehicles?
Wow, I like how this looks, this just needs pedestrians to run over, like in carmageddon or something. Bonus point if some of them glow in the dark.

Also guns and qt girls.
Replies: >>307131
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>>307130
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I added a shorter trailer (2 minutes)
https://www.youtube.com/watch?v=QW4QzwUWn_0

And some youtube shorts
https://www.youtube.com/@Krzysztof-c3b8s/shorts
Replies: >>307328
>>307284
I like how the damage on the car is accurately reflected on the side pane
Destructor2D_-_Car_jumping_2.mp4
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Destructor2D_-_Car_jumping_1.mp4
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Added car jumping.
Replies: >>307774
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Better car damage.
Crashing cars with a tanker.
Replies: >>307733 >>307774
Destructor2D_-_Demolition_Derby_2.mp4
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Demolition derby.
Replies: >>307774
>>307721
It would look cool if the cab and the cargo moved individually.
Replies: >>307735
>>307733
You want a semi-trailer truck? This is planned for future.
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Results of a demolition derby - with damaged cars.
Replies: >>307774
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>>306761
>solo dev
>OP
How did you know?
Replies: >>307754 >>307774
>>307753
>How did you know?
Maybe he visited the steam link that clearly has a name of one dev instead of company name?
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>>307720
>>307721
>>307729
These details look really good, it's surprising how much of a difference such a small mechanic like jumping/having airtime can make in a game. Was it hard to implement?
Also the shorter videos showing parts of your game are quite enjoyable to watch, especially compared to the original trailer.
>>307738
The wrecked vehicles in the scoreboard are a nice touch.
>>307753
He paid me        to shill his game.
Replies: >>308529
Added some stuff but don't have new videos yet.

>>307774
>Was it hard to implement?
Not hard because gravity, airtime, road slopes, were already implemented.
>Also the shorter videos showing parts of your game are quite enjoyable to watch, especially compared to the original trailer.
I uploaded them to youtube shorts, there are some views but only in Asia, youtube doesn't show them to Americans.
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PROGRESS UPDATE

new features since last time
-visible car weight transfer
-skulls added to intersection
-fence shadows
-spectator buildings (with shadow)
-streetlights on highway
-better (3D) bridges on highway
-emergency light and sound on police car and ambulance
-car window damage
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Car jumping
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Demolition derby with racing truck.
Destructor2D_-_Highway_crash_5_.mp4
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Highway crash on a new 3D bridge.
Destructor2D_-_Crash_tests.mp4
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10 + 60 cars crash tests
Are you going to add pedestrians?
I want to run over pedestrians, also don't forget to add the option to make your own maps and missions.
Replies: >>308947
>>308946
>Are you going to add pedestrians?
In the sequel yes. In first game, I don't know, probably not. There is no city so no place where to put pedestrians. There is highway but people don't walk on highways.
Replies: >>308955
Looks way nicer than before, the 3D bridge is cool. I really think the weight shifting adds a lot more depth to the feeling of the cars. Massive improvement.

Although when the cars get hit in the Crash tests video, it looks a little strange as they're rapidly shifting their weight. In real life there would be more of a delay in the transfer of mass. I also think the weight shifting in Car Jumping 4 is the same issue, but also you have a very small turning radius which is causing that very sudden and extreme tilting of the car which looks a bit strange.

I don't know what's on your to-do list, but if possible, adding a bit of backward tilt to the car as it accelerates fast and forward tilt when it brakes hard would look really nice as well I think. Also the grass would look way nicer with stochastic texturing.
Replies: >>308956
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>>308947
>There is highway but people don't walk on highways.
You would be surprised.
Anyway, good luck with your game.
>>308954
> it looks a little strange as they're rapidly shifting their weight. In real life there would be more of a delay in the transfer of mass
Yes, it needs to be improved.
>
I don't know what's on your to-do list, but if possible, adding a bit of backward tilt to the car as it accelerates fast and forward tilt when it brakes hard would look really nice as well I think.
Can be added.
>Also the grass would look way nicer with stochastic texturing.
What is that?
Replies: >>308957
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>>308956
Makes the texture on each tile look random, so it doesn't look like it is a repeating texture.
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>>308957
I will read about it, I hope it doesn't require shaders.
Replies: >>308991
>>308960
Stochastic texturing typically does use shaders. You could use image quilting instead, which does not use shaders.
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