F64PGC2017: El Loco Challenge (Jammer/1mandivision)

There are 50 replies in this Thread which has previously been viewed 26,972 times. The latest Post (August 27, 2020 at 3:53 PM) was by tilobyte.

  • Hi!

    Despite much of a strugle with my upcoming racer, fighting bugs and glitches, I decided to publish few very raw materials from the title to let you know it's not dead ;)

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    Game in general aims at recreating Lotus feeling and mechanics on C64 and includes some quite bold features (and equaly bold glitches because of those :P). Of course it's rather streamlined, considered the platform. Each race consists of 5 drivers who rival for the best rank. There's no planned race against time with checkpoints (at least not for the compo). Biggest obstacle are multiplexed sprites and waveform samples together - deadly combination that doesn't make things easy. Due to little time before deadline, game is most probably going to leave unfinished (with only one level to beat for example) and glitched like hell. If there's a chance of extending deadline to the end of May, I'll cry out sheer happiness xD


    Ready features:
    - Game features split screen with camera work, curves, AI, core game physics and controls updated in 50fps. Other features are updated according to free CPU time.
    - Audio features simultaneous 2 channel music and sampled engine sounds for both players, mixed together in 4khz quality. Second car can be controlled either by player or by computer.
    - 3 difficulty levels + each AI driver differs in skill (it's basically effectiveness in shifting gears but it works)
    - Unlike majority of C64 racers, El Loco features camera chasing our vehicle
    - Gearbox is 6-manual. You shift gears with up/down + fire. Be warned that 1st gear is not automatically set after you're greenlit in the beginning ;)
    - Engine uses quite unusual solution which are sprite based roadsides. Planned as cpu friendly, it allows for very fluid curves but also gives me tons of troubles :D Road chars are crudely updated beneath sprite layer (it still looks awful there but I'm going to work sth out)

    Planned features:
    - Multiple levels with various racing conditions and decorations. Some standard options like clear, night, fog, snow etc. Unfortunately level data and art are almost non existent yet due to majority of time consumed by game engine.
    - Several race modes. Two planned for compo are Single Race and Ranked Series. The latter is running all levels one by one with points collected for ranks.
    - Selection between ambient sound and music next to engine's roar. Music might be both per level basis or random.
    - Uphills/downhills are obviously in need but heavily debated as a feature. Engine allows for raising/lowering char horizon but there are heavy visual limitations because of sprites used. Sprites are used for cars, roadsides and background art (here clouds). Engine won't allow for raising/lowering car sprites that easily.
    - Level data is read from disk before each race. Game uses loader system by Mr Wegi which is lightning fast, even with depacking data. As I've read, loader might be SD2IEC friendly but I have totally no idea how it works in reality.

    I'll post more materials soon, stay tuned! :)

  • looks nice so far :thumbup:

    i especially like how the landscape kind of "fades out" in the distance.

    - neue Spiele für den C64 -
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  • This looks amazing & very polished indeed! And i especially appreciate the extra effort of the implemented splitscreen, as that's usually begging for trouble.
    :thumbup:

    "...please come again - when I´m not working!"

  • Wow, looks great.

    64er-Zeitschriften gesucht:
    1984: 9 in gutem Zustand

    Ansonsten 64er 1984-1994 sind komplett wieder da. :D

  • Uh, looks very cool in this state! :wink:
    If it helps at all, I vote for an extended deadline as well. It sure helps delivering the jury fully playable games :wink:
    Really looking forward to this racer!

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  • Have a listen to music theme you're going to hear when game intro kicks in ;)

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  • Hot damn! That's great!

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  • Great stuff - looks awesome!

    Quote from enthusi

    If it helps at all, I vote for an extended deadline as well. It sure helps delivering the jury fully playable games Please login to see this picture.

    Can I add my vote to this as well. Though I realize it's a bit unfair to those who are ready to hand in on time.

  • Great stuff - looks awesome!

    Can I add my vote to this as well. Though I realize it's a bit unfair to those who are ready to hand in on time.

    There is a poll right now, but only for contestants of the compo. Personally, I Support it as it is early enough.

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  • I would love to see a the single player mode in fullscreen just like in Lotus 2. Possible?

    With current code, unfortunatelly, not really :( Many things are built on speedcodes bound to particular split dimensions - due to regular sample use, game routines are strictly performance oriented. In singleplayer mode you see computer player driving below. Maybe in another racing game? ;)

  • With current code, unfortunatelly, not really :( Many things are built on speedcodes bound to particular split dimensions - due to regular sample use, game routines are strictly performance oriented. In singleplayer mode you see computer player driving below. Maybe in another racing game? ;)

    Ah, that's ok. I just wanted to make sure that it doesn't look too static, like in Lotus on C64...
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    C64 - Die einzig wahre PlayStation!
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  • Nice design, I love it!

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  • Nice and clean menu. I really the font.
    Can the color of the car be changed by the player?

    "Führungskräfte verrichten keine Arbeit." — Schülerduden Physik