I was going to make a Touhou Kart game based off of Mario Kart, but seeing as someone has already started a Touhou racing game, looks like I'll hold off on it for a while.You should see if you can help out. Looks like there's still plenty of work to do and this stuff can't be easy.
This looks really nice, and the concept is really nice.
I'm interested and I want to see more.
You should see if you can help out. Looks like there's still plenty of work to do and this stuff can't be easy.
Thing is, it takes a really long time to make music and graphics.
The controls are quite similar to Crash Team Racing
This looks wonderful. I can't wait to see the tracks and attacks.
Just out of curiosity, what're you using to make this? Is it from scratch?
This looks genuinely good, I'm surprised! You need to be aware of some of ZUN'S policies tough, you can't use anything from the oficial games, from text to music. Also, do you have an approximate realese date, or at least a extimated realese date for a public demo for us?
Thing is, it takes a really long time to make music and graphics.If you're interested you could check out Alice's Art Atelier to see if they have anything.
These graphics are also 3D so it will take really really long. I don't think I can help out in art.
If anyone has a music creating program that they like to point out to me, I might be able to make the music.
There can be DLC.
When you release the full game, you'll only have these characters. And you can slowly work on the other characters and stages.
That can be a plan to get every character in the game.
And did you plan every map out? I can help with that if you want.
Reimu - Hakurei Shrine
Marisa - Forest of Magic
Tewi - Entrance to Eientei
Etc... I consider planning the map out the fun part of making a racing game.
Do you have any progress yet?
Did that sword just cut the kart in two, leaving the wheels? Also I love the drill.
I'm surprised it hadn't already been done sooner given the nature of the fanbase,There was Cirno Racing (as posted earlier), but that was a hoax/joke/show off.
please make Fegelein (http://www.youtube.com/watch?v=WjanqQ0ANxY&t=3m10s) a playable character
Wow, it's about time someone has really decided to push this crossover idea forward. I'm surprised it hadn't already been done sooner given the nature of the fanbase, but great that it's actually being done now.
Looks like you got some awesome work going - also, very nice that you have a proof of concept to show. Approximately how long have you been working on this?
There was Cirno Racing (as posted earlier), but that was a hoax/joke/show off.
There are indeed quite some excited people around. Not sure if Hoeloe plans on promoting his video on Niconico as well once it is finished.
If possible and within the range of your abilities, Would you ever consider custom special unlockable Karts as well? Instead of just the standard kart, there could be other choices with stats that could be different, or they could just be Kart Skins. For example you could Have Genjii as a Kart or Marisa's Broomstick, or Komachi's Boat.
Yeah, I tracked down ZUNs policies, and I'm trying my best to make sure all resources are original. I'm not sure what I'm going to do about sound effects (since it would be awesome to have a few recognisable ones in places)
Well, if you want to make some circuit in something like a city (like the Human Village) and you want to style it like Mario Kartor even Gran Turismo with Tokyo R246 to some extentyou could maybe put fake advertisements in those temporary walls
Something we would all agree that would be REALLY cool for you to sneak in the game would be an option to enable rain and/or nightime on the courses. I absolutely love courses set at night and I have a weird fetish regarding racing on rain. It would be really nice to if you coull somehow fit it into the game.
Well i can't wait for it ,if you want you could contact me if you want some ideas for a few courseseven if almost all of them are styled like Forza/Gran Turismo Courses...Still, I can't wait to play a game with Touhou gals driving karts on a highway while it rains at night :3
EDIT: Maybe you could have one like Nurburgring (http://en.wikipedia.org/wiki/N%C3%BCrburgring), A really long (21KM) and accident happy course. (Image also helps (http://upload.wikimedia.org/wikipedia/commons/2/20/Circuit_N%C3%BCrburgring-2002-vs-1927.svg), tough when you think about, a really long and accident happy track can also be done to the likes of rainbow road.)
Oh, okay then.
How far in the development are you? (In %?) I really can't wait to play it. Also, i'm sorry if sometimes I end up asking for too much courses that resemble racign tracks, it's mainly because, while I did play kart racers growing up, when it comes to racing games in general, I tend to realte more to games like Gran Turismo, Sega GT/Rally, and Daytona, so that's why often my suggestion have a little bit of a groove from these games.
Also, please try to balance the powerups. You don't know how much I hate Mario Kart Wii just because of them.no seriously, only my friends IRL know how much I dread MKWii just because of that
Maybe you can add an option that disables items. Some people love to race without items, leaving it more towards skills and dedication to playing the game.This person. I agree with this person. I hate items soemtimes.
Also, Yukari's track seems Rainbow Road-ish. Also, how long are the tracks supposed to be? How many laps?
Maybe you can add an option that disables items. Some people love to race without items, leaving it more towards skills and dedication to playing the game.
Also, Yukari's track seems Rainbow Road-ish. Also, how long are the tracks supposed to be? How many laps?
If you are basing if off CTR, why not make boss races in the adventure/story mode? They don't have to be 100% the same as CTR, but it maybe could work.
Hey Hoeloe!You have a weird name that can be easily be taken the wrong way!I finnaly had an Idea for a track that ISN'T INSPIRED BY SIMULATION RACING GAMES! I know, SHOCKING!
Maybe for some sort of "Ultimate end Race" you could have a special track where you race on the entirety of Gensokyo. So, for example, you start at the Forest of Magic, you proceed to the Human Village, you go back to the Forest, then to the Scarlet Devil Mansion, then IN the Scarlet Devil Mansion, then after that you go up the Youkai MountainBTW, an Idea for an Youkai Mountain Track, make it like Yoshi's Valley (http://faqsmedia.ign.com/faqs/image/article/882/882214/mario_kart_64_yoshi_valley.jpg)then down into the Hakurei Shrine, then into a gap that leads to the final stretch of the course.
Would be pretty good for some sort of ultimate race. Also, I'm basing my geography on Touhoumon Another World.
...or link the existing courses together into one huge course,...But hey, you said it CAN (but not that it would) hurt performance. I'm not a programmer, so I don't know of the limitations of your project.
I think a course that large would have quite a few issues, not only with continuity (in that most of those courses are already in the game, but as separate courses), but also in memory storage. I'd either have to make alternative, miniature versions of the courses, which is a bit lame, or link the existing courses together into one huge course, which could seriously impact performance, especially since I'm aiming for this to be able to run on the average PC, and not just powerful gaming ones. Thanks for the suggestion, though. I like the style of the Yoshi Valley track, so I may well consider something like that. Thanks!FamilyTeam's suggestion of LODs should enable large courses to run adequately on mainstream computers. Memory is almost of no object anymore, given that such mainstream computers are often built with at least 8 GiB of RAM and hundreds of gigabytes of hard drive space (though I'm thinking of desktops here, rather than small portable devices like laptops or tablets. Laptops are still pretty close, though). Loading higher LODs from secondary storage into RAM as the player approaches and discarding them from RAM upon the player leaving can further help those systems that have limited main memory.
I do think there should be high-detail accommodations for high-end PCs, though :V
although I'm guessing that would take quite a bit of extra work, depending on the rendering systems used
A Touhou racing game? With karts? In the rain?
You have my unconditional support, good sir, and as a composer I'm on standby if you ever need one ^_^
Thank you! I'm sure I will need a composer at some point. I usually tackle music myself for projects such as this, but I'm not quite sure how to go about making some of the songs for this one...I could pretty easily give you a 1 or 2-minute remix for the character select theme from PoDD (since I did a very short one for my own RPG, lol) and maybe a title theme too.
(http://thespouge.files.wordpress.com/2011/09/aww-yeaaa.jpg)
Looking forward to...everything! My offer still stands when/if you're ready to put me to work.
also, zferolie, the program I recommend most is FL Studio, from one musician to another. Takes a bit of learning, but pretty simple when you figure it out. Hope that helps :)
I got a question regarding of the video Loe.
Is the smoke around the AI and you supposed to be a hazard?
I think that is an item based off the Scarlet Mist. Each character seems to have an item based on them, like Cirno's ice block, and Yukari's Gap. I am curious what Yukari's gap does. Does it teleport you to the front? make someone behind you respawn?Huh... that makes sense to me.
FL Studio huh? I'll check it out, thanks.
I think that is an item based off the Scarlet Mist. Each character seems to have an item based on them, like Cirno's ice block, and Yukari's Gap. I am curious what Yukari's gap does. Does it teleport you to the front? make someone behind you respawn?
I am glad to see the gameplay it self being developed. Always a pleasure to see people focussing on the core of a project instead of the "nice looks". Though this looks very promising so far.
I noticed though one thing, not sure if you did it intentional or is under development: You seem to have weird control over your kart. Sometimes perfect controlling with instant-grip in cornering?
Question, not sure how much help I could be, but if I wanted to try and make music(which I really haven't done much of, only slight work in college), what would be a good program to use? And what Program are you using? What Coding Language?
I'm surprised how far it looks like you've gotten. Good job. Of course that may just be textures.
How does the AI in a game like this even work?
You're absolutely correct! Each character has an item based on one of their abilities or spell cards. In fact, there's a little extra detail in that all spell cards have a "max" version, which is slightly more powerful then their normal one. However, if you get the spell card associated with your character, then it's ALWAYS the max version, regardless of your power level!
The gap acts as the "blue shell". It goes after the person in first, and forces them to respawn (in the video, I went into first when I got one to show off what it does). It can, however, be dodged if you're careful.
Thanks. I always prefer to get some look down, but focus mainly on the engine, because unless a game plays well, fancy looks won't make it work. I'm sure quite what you mean. Turning without drifting may look as though it's giving this effect, but the purpose is to give you high-control turning without drifting, but to be slower and not allow as sharp turns, while drifting is faster, and lets you make really sharp corners. There is also handbrake turning, which allows for very high grip, very sharp turns, but at the cost of speed. If I've misunderstood, please correct me, because I want to get this right, and if there's some other flaw I haven't spotted, then it would be good to know!
Well, help is always appreciated. My plan is for each track to be associated with one character, and the music for each track to be a remix of that character's theme, in a more Mario Kart-esque style. I'm using a game engine called Unity (only the free version, as I can't afford the full one, however much it would help), which supports 3 languages: Boo (Unity's own language), UnityScript (a more strongly-typed version of Javascript) and C# (which is the one I'm using for all my script, as I'm most familiar with it).
Thanks. The textures do a lot, but most of the work has gone into the engine.
Glad you asked, the AI is quite simple, actually. There are a series of "bars" laid out along the track, with 3 points defined on each. The AIs will each aim for one of these points (3 provides some variety in how they move) on the next bar, and when they pass it, they then start aiming for a point on the next one. There are a few extra details to make them recover from driving into walls, when they need to drift, etc.. The drifting was what took the most time, as it was a nightmare to make them aim in the right direction even most of the time. It's still not perfect, but I think it will do, especially since this test track is a little narrower than the majority of the actual tracks will be.
For steering, wouldn't you consider doing something like Mario Kart Wii, with Automatic Turning (can't drift, but there is absolutely no penalty for turning) And Manual (You can barely steer, but you can actually drift)?
How does one get a max version of the skill? I wasn't able to tell. And what are all the planned items, and will the unlockable characters have items/tracks of their own?
Also, my friend is upset that Tewi has a story yet reisen doesn't. I told him it's because she is a useless fanservice rabbit, but how hard would it be for them to have a story?
well, if I can get a decent music program, like the one recommened, I'll try my hand at making Tewi's theme. No promises though. And C# huh? I used that and C++ and Visual Basic at college. And how much is the non-free version of this program?
Well, currently there is no penalty for turning, just that you can't turn very sharply. I've always preferred the CTR style of control to MK, which only has the one setting, in which it's perfectly possible to play the game without drifting at all, but you can get much faster lap times by doing so.
Max versions are acquired by collecting Power boxes. Once you reach max power, the max versions of all spell cards are available. All the items planned have now been made. Most were shown in that video, and I think all of them have at least a screenshot now. There are 17 items in total, two more than the number of playable characters. Unlockable characters will also have tracks and items of their own (or at least, it's currently planned that way).
Tewi doesn't really have a "story" as such. The "story" mode is more like the adventure mode in CTR; that is, select a character, do the same story as that character. The reason Reisen won't be playable in the story mode is that she is a boss character - she is unlockable and playable in multiplayer.
Thanks. I should warn you that I have fairly high standards (and I've already turned down one musician because the work produced didn't meet said standards), but it can't hurt to try!
I'm a big fan of C#. C++ can be a pain to deal with, and I haven't really used VB. C# nicely merges Java and C++, and it's definitely one of my favourite languages. The non-free version is about ?1200, with up to about ?300 extra for optional, yet helpful, packages.
So.. that's over 1000 US right? jesus that's a lot.Don't complain about prices. 1200 Euros is around 3600BRL (My Country's currency) And the Minimum wage is 620BRL.
Don't complain about prices. 1200 Euros is around 3600BRL (My Country's currency) And the Minimum wage is 620BRL.
Seeing how everything around here tends to be WAY overpriced (even overpriced stuff around here gets even MORE overpriced) It would be probably over 5000BRL.
I HOPE I'm full of shit and that it doesn't cost that much.
Ah, that makes sense. So it's like the coins in the first mario kart, but except to speeding you up and stopping you from spinning out, it powers up your attacks.
So, mind if I ask why you picked these characters? Tewi is not that loved sadly, so seeing her as a starting character surprised me.
Well, I have a feeling I won't meet your standards, but I'll try. C# I agree was the easiest and most user friendly for programming.
So.. that's over 1000 US right? jesus that's a lot.
Don't complain about prices. 1200 Euros is around 3600BRL (My Country's currency) And the Minimum wage is 620BRL.
Seeing how everything around here tends to be WAY overpriced (even overpriced stuff around here gets even MORE overpriced) It would be probably over 5000BRL.
I HOPE I'm full of shit and that it doesn't cost that much.
Using a quick online conversion, the price is about 4200 BRL (as the conversion rate between GBP and Euros isn't quite 1:1). The price for this engine is astoundingly cheap, compared to some. I looked into getting Havok a while ago, and their pricing was extreme, in the region of $40,000, if memory serves. I'm perfectly happy with the pricing of this, I just can't quite afford it.The site I used said it was 3600. Maybe its outdated.
I didn't mean to offend. I meant that all this tech costs so much money, It's hard to be an indie programmer...You didn't offend me. It's just that everything around here costls way to much compared to your country.
The site I used said it was 3600. Maybe its outdated.
Still, IT'S EXPENSIVE Even if not as expensive as some
Alright, I have a rough draft for a Cirno track (hopefully I'm not being a baka myself and she is indeed playable; I forgot the list when I went home lol)
It appears to have had a fair portion of its length chopped off, so I'll try to bring the full version of the draft (lolwut) on Monday :)
http://www.mediafire.com/?3js2m92v52erksz
I may also have a Reimu theme ready on Monday if I step on it...no pun intended ^_^
Wait, Hoeloe... you are basically making a game, about Touhou, using expensive-arse tools and it's going to be free?
Jesus aren't you going to go bankrupt?
That sounds pretty good to me! It should fit pretty nicely. Just a little note, I don't mind how different the songs are from their original structure - it's more important that they fit the theme. This track is the sort of thing I had in mind for Reimu's theme, actually: http://www.youtube.com/watch?v=lle0HOL00qsI'm not about to let U2 upstage me :O
So, I listened to your ideal music for reimu, and I wanted to know if you had an Idea for tewi's music?
Also, I had a suggestion for Tewi's track. It should be like Yoshi's Valley in Mario Kart 64. A track with many branching paths. That really would fit the Bamboo forest, but I can imagine that coding the AI for a stage like that may be difficult. If you could somehow change the paths for the forest for every lap that would be even more fitting, but that may be very hard to do...
I don't really have an idea for Tewi's track, except that it should probably use marimbas (I think it would fit). The Bamboo Forest level is one that I'm hoping will be in the rain, and include parts of the track in running water inside large bamboo tunnels, so you get some thematic ideas.
I may be able to do that... It would be incredibly difficult because of how I've set up the waypoint system, but might be possible if I'm careful...
So, I listened to your ideal music for reimu, and I wanted to know if you had an Idea for tewi's music?I already gave him the idea for a Yoshi's Valley like track but with the Youkai Mountain instead. I could work on the Bamboo Forest tough.
Also, I had a suggestion for Tewi's track. It should be like Yoshi's Valley in Mario Kart 64. A track with many branching paths. That really would fit the Bamboo forest, but I can imagine that coding the AI for a stage like that may be difficult. If you could somehow change the paths for the forest for every lap that would be even more fitting, but that may be very hard to do...
I already gave him the idea for a Yoshi's Valley like track but with the Youkai Mountain instead. I could work on the Bamboo Forest tough.
However, I think that a track that randomly generates itself every lap is... well... In kind words... a bad idea at best. I honestly think it would be worth the effort IMO.
Hmm, interesting. Not sure if that program could do it, but maybe include the sound of those bamboo water things that fill with water and make that clinking sound might work somewhere. Once I download the program and play around with it, I'll give it a shot.
Now not sure if this could work, but maybe in that stage, depending on what rail/guidepost they hit, will depend on what path they take? Maybe you can include an If statment that only effects if they are in that stage, to make the guides work differently? Again, while I know C# and stuff, I am not sure how the coding in that program would effect anything.
Ah, I must have missed your post about that. But yeah, I think it would fit the Bamboo forest more then Youkai mountain due to the nature of the bamboo forest. Off topic, but if somehow you could have rabbits jumping out as obstacles, that would be cool.
Well, it works in Sonic and Sega All Star's Racing transformed... but that is a much bigger budgeted game really...
Speaking of the Youkai Mountain, maybe it could be like the DK mountain stages, except there is no launcher. You drive up and down it. COuld be a really nice long cliffy track which could be very cool. Maybe drive through the Tengu area's, the Kappa Area, and the Moria Shrine and Hotspring.
I'd rather the music didn't include sound effects, as those will be added into the game and applied in the 3D scenario (so running water will sound louder the closer you are to it, etc. )
As for changing the AI like that, it's less about getting the AIs to follow the different routes, and more to do with how the waypoints are stored. I have a dictionary storing the waypoints in order, and a lot of the code relies on that, so using multiple waypoints at the same point is not possible, as they would require the same keys.
Randomly generated terrain is possible, but not worth the effort for a single track, it's a very complicated process. As for Youkai Mountain, there are 3 tracks around that area. One is the foothills and the kappa area (Nitori's level), one is Moriya Shrine (Suwako's level) and one is the mountain heights, which will be Aya's level. The heights or Moriya Shrine could easily include the hotspring.
Yeah, I didn't think you would want it in the music, but it would be a cool thing to have as a SE in the background.
Ah. so if there are multiple routes, the computer would have no way of reading/telling apart multiple waypoints. That stinks, but I understand. I guess a good alternative is just to have many short cuts for human players to take.
yeah, not worth it for one stage really. Those sound like interesting ideas for those 3 tracks. You said Yukari's was going to be like Rainbow road? I can't wait to see how nuts it is.
Yukari isn't actually a playable character (at least, she's not currently planned), though she may well have a battle stage. I have 3 "Rainbow Road" style levels planned, which should be fun to make, but none of them is Yukari's.
Full version of Cirno theme, complete with it looping over once if you know how to work loop points :)
http://www.mediafire.com/?f1994elrnznx8rp
least, it should be. If not, I'm killing a puppy when I go home today.
Oh, I like that a lot. It sounds like TOuhou meets F-zero. Pretty cool!Falcon Brofist! Thanks, man.
Falcon Brofist! Thanks, man.
F-Zero's my favorite racing franchise, so it makes sense my racing song sounds like F-Zero 8)
I'm taking a whack next at either Remilia, Sakuya, or Nitori.
Hmmm I think knowing more about the track will help you decide how to make the music for it. Do we know anything about those stages? I think we only know Nitori's goes through the Kappa clan, so maybe having a bit of a science theme to the music could work... or maybe steam punk might be more fitting.
I still need to know how you make the music remixes. I am quite jealous and want to know if you used any program for it.
Also, Sakuya's track fits the idea of the track changing itself. There is basically a big Sakuya controlling the track and making spaces/paths and closing old ones.
When I make music, I tend to use Fruity Loops Studio and East West Quantum Leap Symphonic Orchestra.
Possibly, I'd rather not have a giant Sakuya, but I can have the track itself move about, if I'm careful.
I don't think a giant Sakuya would fit well. I think you can just explain the movements of the track to being Sakuya's powers, and the powers of the other members of SDM, without having a giant version. Like for example, maybe you can have parts change because Remilia changed the fate of the track, or Meiling at first is asleep so the front gate is open, but later she is awake so it is blocked, or rather harder to get past her.
I should probably point out that changing tracks has the same issue as multiple pathways, in that the waypoints are difficult, if not impossible, to move around well enough for the AIs to cope.
If it's too hard, you can just change the smaller details, add some obstacles, remove some, change some.
Or you can make the terrain move around.
And is Reisen's track a rainbow road stage? I think the illusion ability fit well with those tracks.
I was more thinking like very small changes, mainly for shortcuts that AI's would not use. The SDM being open or closed is a good example of this. Not a major shortcut, but on someone could take if they happen to be by it when Meiling is not Asleep.
Ah the classic: " I WANT TO HELP OUT" -> disappear/excuses emerging later. Got to love those people.
Is it critical to implement alternative models? not want to meddle with your creation, though if it is mere graphical improvement and not impacting your actual progress, I would suggest to be more patient and focus on the development of other things.
Perhaps your modeller might pop up again, if he/she indeed lost computer access / internet.
Well, it's been almost 2 months since I've heard from my character modeller. He seems to have completely disappeared, so I'm now forced to assume he's not going to work on this any more. I'm now looking for someone else to take over the role of character modeller. If you or anyone you know could help with this, then please drop me a message!
Sadly, i don't think I will be much help. I don't have any 3D modeling software on my comp... I should have taken my brother up on his offer to get Maya for dirt cheap from a "friend".
Blender is free.
Ouch, that stinks. Sadly, i don't think I will be much help. I don't have any 3D modeling software on my comp... I should have taken my brother up on his offer to get Maya for dirt cheap from a "friend". I have only made models in school with Unreal and also this Apple Cinema 4D
http://zferolie.deviantart.com/art/Yuka-The-Ghost-Girl-93482010
You using the same program to model as to make the game?
I'm using Maya to model, and Vue for terrain maps, and then importing it all into Unity. Unfortunately, I'm bad at character models and rigging, so I really need help there.
Well, not sure if you are worse then me, haha, though when I made that one in the link I gave that was for a 3D movie maker, not a outright character model maker like Maya
Ah, well unfortunately, models for this game will have to be made from scratch to avoid copyright issues.
True. THough, if you have a working reimu, can you just edit it to make it look like the others? I mean, are the clothes part of the models you are making, or are they stuff you add on to the base bod model, like they do in Street fighter 4. If they are part of the model... then yeah, it will take you longer to make each model since you need to start from scratch each time.
Hm. How many polygons can the models have?
Hah, you sure about that? I'm used to making models for 3D printing, they always go over one or two or five million polygons =P
I won't promise anything, because I still have some model commissions to do, and I'm not very good at humanoids, but I'll see if I can try to make one. If you could send me the Reimu model you have as a reference, it'd help a lot.
I never learned how to rig, so I'd be unable to do that for you. However, considering that the characters' body types aren't that different, can't you just re-use the skeleton on Reimu's model? Or do the skeleton reach things like her ribbon and sleeves?
Ah, that's unfortunate, as I'm unable to do it also. Unfortunately, thanks to Unity's broken cloth engine, I do need bones in certain areas of clothing such as sleeves and ribbons.
In Cinema 4D, which I made my Yuka in, I had to add bones to her hair to get it to flow right :x
SOunds like Unity is not what you want to be using for this... but it sounds like you have no choice. What program would you want to use for the rigging of the skeleton and cloth systems?
Having not posted anything in a while now, have a sneak preview of what I've been working on:
(http://i.imgur.com/xhijsPD.jpg)
This is Reimu's stage. The Hakurei Shrine will be right behind where the camera is!
Cool. Now, what happens if you destroy Reimu's Donation box :p
Erm, Hoeloe, how is the project going? You haven't posted in this thread in two months! The site says you're not inactive...
Not quite - each of those images is demonstrating a different Spell Card, the vanished kart being one of them. Thanks!
remove the wheels, just have it as a shadow
Looking good, but I recommend the use of normal maps on textures, the models looks too much "flat".
Slick work there Hoeloe, you should definitely promote this on Niconico, the asian touhou people will go nuts.
Thank you! I've looked into Niconico, and I did post up one of the earlier videos (which went more or less unnoticed). I might try again when I get another video out.Any link of this niconico video?
Any link of this niconico video?
This game truly needs some manly announcer - Rinnosuke.
Also he could have few quotes for a spellcard used by it's character, like when Reimu uses Fantasy Seal Rinnosuke would say "Gensokyo is safe again with Reimu sealing her opponents away!" or with Cirno's spellcard he would whisper "Baka, baka~" in the tone of Cirno's perfect math class...
The plan at the moment is to have Alice be the announcer. I have a couple of reasons for using her over others, not least so I can fit in more IOSYS references :D
We all solute you Hoeloe for the incredible game you're developing for us. Keep up the good work. Do you know how many stages in total your making for the game yet? (or is it going to be like a Mario kart type of choice?)
And here I was just the other day wondering why there wasn't a Touhou version of Mario Kart.
I like what I see so far. The driving mechanics seem to be working well.
The scenery is bland and the karts are generic, but that is to be excetted at a stage this early in development. If I had any 3D skills, I'd contact the developer offering my services as an artist. I really want to see that happen.
As for character specific karts, Marisa would have her broom, of course, Nitori would have some weird contraption, Cirno could have an ice car, Reimu coulld have a donation box on wheels, or, taking us back to the old PC-98 days, Genji.
And a Bowser's Castle like track on the Scarlet Devil Mansion is pretty much mandatory.
I thought I'd forward this opinion from Reddit.
This is amazing! just got done watching the early alpha footage and looked at the pictures you have set up, really looking forward to this coming out! Do you have any plans on a multiplayer option in the future?
Also do you need help with anything? I'm borderline beginner at a lot of stuff except for a few things but I'm always willing to learn more to help out.
Hey! Just jumping in here to say thanks for taking an interest in my project! I've answered some of your concerns over at MotK. I will say that I am running this on literally zero budget, and with practically no team to speak of, so please don't expect AAA quality from it! Still, I'm always one for saying that's no excuse for not improving, so I'm up for any criticism people want to offer!
I'm just happy that what I'm doing can be appreciated by so many other people!
Thanks for that, I'm not really a Redditer, so I hadn't seen this. I'll respond to some of the concerns here.
Scenery and karts are mostly because I don't have a team. I'm doing all the level design myself, and I'll be the first to admit that I'm not the best modeller. Having said that, I am also somewhat restricted by what Unity offers to free developers. There are also certain restrictions on the track layouts, so those have to stay, they take a lot of work and tweaking to make sure they're playable. I think part of the issue with the scenery is not the modelling, but the textures and normal maps. I'm not fantastic with those, and I've been making do with whatever I can make that looks passable.
I think, from the time it's taken to get this far, character specific karts are not an option. The amount of time it would take to add those in and make sure the engine still works is more than I'm willing to do, especially since I'm doing pretty much everything myself.
As for Scarlet Devil Mansion, well... that was pretty much what I had in mind, yeah.
Hehe, of course I'm not expecting AAA level stuff from this, don't worry. I can sympathize with the woes of having no budget.
I think I can see what you mean with the custom karts. Making the new models is one thing, making them work correctly is not. Collision boxes and the like would have to be set again for the new models, and that would need some extensive testing. Getting rid of all the bugs in one model is work enough. I guess we can just say Nitori made all the karts and gave them to the other characters. They're going to have different paint jobs anyway, and I guess small mods that don't really change the overall geometry aren't out of the question.
I'm curious of those restrictions on the track layouts. By the way you worded it, I guess some of the stuff I had in mind for the SDM track when I mentioned it wouldn't possibly be able to be implemented. Umm... Can I talk about it?
After seeing your video of the game in action, with my hyperactive imagination, I started sort of imagining myself playing the game, making up the tracks as I went along. I tend to do that... Anyway, I tried mapping out my idea of the SDM track, starting on the main hall, continuing through some halls, sharp turns because of the square corners, eventually going down to the library. After the library section, the kart goes into a magic circle, which teleports the player into one of the towers, which is then exited to the flat part of the roof around the clock tower, which is entered, and then the karts descend and go to the mansion's second floor, race around there a bit, then go down the stairs into the main hall (because reckless endangerment with karts is the name of the game) and the lap would be complete. While that would be awesome, it's probably too hard to do, and would require an insane ammount of assets.
My image of a Hakugyokurou track was also ambitious, though not to the same extent. Actually doable, I think. Most of it would be in the gardens, but in a small section of it you'd enter the shrine, and there would be a sharp turn around the Saigyou Ayakashi, giving you some time to look at it.
The way I see it, Mario Kart is as much about the scenery as the racing. You aren't just racing through the tracks, you're exploring them. There's plenty of stuff to see, and the tracks are designed so that you get a good look at the major landmarks while racing.
That being said, I took a look at your Facebook page and took a look at your screenshots. While the test track was a bit lacking, as is expected of a test track, your new tracks look much better. While there is some room for improvement, I really like what I'm seeing so far a lot. I'm especially a fan of you Forest of Magic track, great ambience on that one. The textures look good enough, you're selling yourself short with that "looks passable" talk. As you said, we're not expecting AAA value here.
I have been wondering why there wasn't a Touhou version of Mario Kart, and I've been thinking that there should be more western fangames. Your project is an answer to both my musings. I really, really want to see this happen.
As I said, I would love to help you out in any way I can, but I don't really think I have any skills that would be useful to you. I did make a texture (http://i.imgur.com/6DUBLyK.png) once, but that's about it. I should be acquiring relevant skills in the near future, if my plans go as I hope, so who knows, I might end up giving you a hand somewhere along the line.From the way you talk about this project, it seems like it's still going to be in development for a good while.
And since this is a racing game we are talking about, I went and fished up this article (http://www.gamasutra.com/view/feature/6477/a_rational_approach_to_racing_game_.php) I saw some time ago. Might be worth a read, if you haven't done that already.
Keep it up! I'm so looking forward to seeing where this can go.
Let me guess, the person was in the first place extremely hyped: "I WILL HELP NO PROBLEM." >> few days later >> "Ehm, yes, well err, sorry I cannot continue this"? Finding devoted and true-to-their-word people are hard to find these days. Unless this isn't the case that is.
Still eager to help with soundtrack, by the way :)
I have a really-freaking-early-in-development theme for the SDM track, and am just now getting started on one for the basement. I've already remixed U.N. Owen twice before, so what could possibly go wrong? XD
What parts do you need help with exactly?
OK, I'm guessing you already have a UI and menus then?
Now I wonder if my laptop would work with this game, haha!
Seriously, I love ice themed locations. And looks like players would have to drive through water? Interesting
A racing game just wouldn't be without having random spectators, watching. Though it doesn't really matter. . . :3
(Nice work with the landscapes!)
Still here; Septette remix going very slowly so I'm getting started on one for the Sakuya track instead :)
(also, any plans for Renko and/or Maribel to also have their own track?)
Awesome! Yes, Renko and Maribel hopefully will have a track each, one of 3 "Rainbow Road" style tracks, the 3rd being Sakuya's.Hopes Mari and Renko's tracks look great.
Let's ressurrect this thread to keep you guys updated :3
I have contributed to the game by making the soundtrack for Marisa's stage. Also I've been informed that Hoeloe has been working on more game mechanics such as ghost racers recently. I hope for more screenshots and a playable demo soon!
Yup, I've been working on it in the small amount of free time I have (probably more than I should, to be honest). Most of the content is there for a demo, but there are still a few things to be done yet. I've seen some previews of one of the new character models, and they are looking good. Hopefully a demo won't be more than a couple of months away! In the meantime, I may look into some more details overviews of the tracks!I'm sure the game will be awesome!
So, my exams are now over, and I think it's a good opportunity to let you know what's going on in my life, and about the future of this project.A'ight, I started following the blog on Tumblr and rebloged some images, so it's something!
First of all, exams are over. Forever. I have (with any luck) graduated from university, so education is no longer getting the way.
This does, however, bring me onto my second point. Because of this, I now need to actually make a living. My intention is to run in head-on and attempt to make my own games using my own IPs (though this needs some serious planning before anything can start). This does mean that, once my short holiday of the next few weeks is over, Touhou Kart is going to have to be secondary to this project.
Secondary, but not gone. I still completely intend to finish this, and work is still going forwards. The reason there haven't been many updates recently is because the progress has been in polishing what's already there, rather than adding new content, in preparation for a demo release which will happen once the first couple of character models are sorted out. Yup, there is a playable demo on the way. It could be a little while, as starting the character models from scratch has been a huge setback, and there's a lot that needs re-organising because of it.
There is the possibility, then, that the demo will not be released before I have to start work on my own project. Unlike Touhou Kart, this will need a budget, and I intend, at the moment, to fund it through the community. It it worth mentioning that, if and when this happens, the more money goes into the project, the more time I will be able to devote to developing Touhou Kart. Less money means I will have to shoulder more of the project, which has to take priority over this. I will post more details here in time, but there's just a little forewarning.
If you want to help Touhou Kart in the mean time, I've set up a Tumblr page which has just got a few screenshots at the moment. One of the most helpful things anyone can do at this point is to support the project. It can't be understated just how important it is to have people supporting you, even if it's just in words, it's a huge factor in contributing to the development. I am about to start one of the riskiest and most difficult ventures I have ever done in my life, and one of the best things I can receive right now is support from the community.
Sorry for rambling a little. That's just a bit of an update into how my life is going, and it's not going to be easy in the foreseeable future. You can really make a difference if you want to just by reblogging some posts on the new Tumblr (http://touhoukart.tumblr.com/), or by generally sharing around the internet. Support is vitally important, especially at this stage, so if you want to contribute to the project, that is perhaps the best way you can do it.
I would advise to rethink on greenlight. There was a game that went through issues a while back called Paranautical Activity, where they were on greenlight but then Adultswim games offered to publish them, and steam told them no which makes no sense. There is also almost no chance of knowing if you game will be greenlit anyway, some devs have talked about how their game is very popular on the greenlight system but random games with no publishers or first timers get right onto steam.Air Control also made it into the store. No, I don't get it, either, but if Valve ironed out those issues then it would be a really good place for our mate here to start.
On the other hand, steam dominates so much that it's very unlikely to get very far without it unless your Minecraft. Here is a list of places you can start selling your game once it's done. http://www.pixelprospector.com/the-big-list-of-online-game-stores/ (http://www.pixelprospector.com/the-big-list-of-online-game-stores/) GOG is very good, DRM free and no needing to deal with Valves BS and taking profit when they offer no support. I've heard good things about Desura as well.
Another good tip on getting the name of your games out there is Youtube (duh) but instead of you putting out videos yourself, get others to play them as well and show off what the game would have to offer. Personally I'd try to keep it as spoiler free as possible and feel that gameplay is a selling point. If anything the topic that Game Theroy did with youtube, game sales, and the Diffusion of innovations is proof that the system works.
Thats about all that I can offer, I myself am working on getting to that point, but already having a full time job takes a lot of energy lol. Congratulations BTW on graduating.
For the commercial production of derivative material, or the mass circulation of derivative material outside of doujin shops, you must seek my permission.
Why this all of a sudden? Everyone has school/work getting in the way of their projects. I'm just curious what the endgame plan is for this thing. A kickstarter for a non-commercial project sounds like it's taking things kind of far.
Just curious.
Edit: My apologies, I thought this was for Touhou Kart. Ignore this. =) (Though I'm not sure how a non-touhou project is still on topic... Anyway, pardon the confusion!)
If this project receives a comfortable sum, then work on Touhou Kart can continue, but the less money it gets, the longer it will be until Touhou Kart can progress beyond the alpha stage, even into a playable demo.Developers often bite off more than they can chew. I mean no offense but how do we know you'll really be able to continue Touhou Kart? In your first post you had a pretty solid gameplay video and things seemed to be going somewhere. Now, it's been a year and a half and still nothing playable.
Developers often bite off more than they can chew. I mean no offense but how do we know you'll really be able to continue Touhou Kart? In your first post you had a pretty solid gameplay video and things seemed to be going somewhere. Now, it's been a year and a half and still nothing playable.
Instead you're asking for help funding an unrelated project, promising that if you get enough money work on TK will continue. It just sounds like you've got less time and less of a reason to keep TK going now....
I don't mean to be negative, I actually think you're very talented and Song of the Firefly looks gorgeous. I just want to know what the numbers are now that actual money is involved and to make sure TK isn't simply turning into fund-bait.....
I wish you luck in this game. I loved the idea and test footage you had looked promising
Another reason not to use MMD models is because of ZUN's policy of making everything yourself. I mean it it's VERY temp and you don't plan to sell then you might get away.ZUN's never explicitly stated that you can't take assets from other places provided you have permission. It's his OWN assets that he doesn't allow the use of in games. In fact, many (if not all) of ZUN's spellcard backgrounds are not made by him; he has purchased them from online sources.
ZUN's never explicitly stated that you can't take assets from other places provided you have permission. It's his OWN assets that he doesn't allow the use of in games. In fact, many (if not all) of ZUN's spellcard backgrounds are not made by him; he has purchased them from online sources.
I believe that if you received the explicit permission from the original creators of the MMD models then they would be fine to use, but I consider that unlikely to happen.
It occurs to me that the last thing I've shown from this game was quite a while ago, so I thought I'd show you a teaser of how it's progressed since then. Character models are still temporary, obviously, as are some of the UI graphics.
(http://i.imgur.com/Ref7ejB.png)
I believe that if you received the explicit permission from the original creators of the MMD models then they would be fine to use, but I consider that unlikely to happen.
I've managed to create a rudimentary Japanese translation (though since it's primarily from Google Translate and/or copied from the Touhou Wiki, there are a lot of errors, since I don't speak much Japanese at all).
(http://i.imgur.com/M89DVhB.png)
the text looks nice. Do you have all those stages working, or just a moke up?
As for my patreon idea.... given what happened with touhou smash, that may not be the best thing. It's not crowd funding a game really, its supporting an artist, which they seem ok with but, check with someone first
As for the crowdfunding, I never intended to crowd fund this, and if I did run a patreon, it would likely be to support me as an indie developer (for my other project), rather than to fund the development of Touhou Kart. Of course, I would check with ZUN before raising funds for or selling Touhou Kart (not that I currently intend to do either).You're not terribly likely to actually get a response from ZUN. However, the miscellaneous questions thread (in TARC) would be a good place to ask for advice on Patreon and Touhou derivative works, especially in light of recent events. I'm sure there are a lot of people there who can help share insight on the matter.
Those stages are all working and in the game now. They will be playable come the demo release.
As for the crowdfunding, I never intended to crowd fund this, and if I did run a patreon, it would likely be to support me as an indie developer (for my other project), rather than to fund the development of Touhou Kart. Of course, I would check with ZUN before raising funds for or selling Touhou Kart (not that I currently intend to do either).
Ah I see. I am excited to play the demo. Any chance you may release more videos soon? The only video I could find on your youtube is back from 2013, and judging by the screenshots you have improved the game a lot
If you did a patreon just for your works as a developer I would glady give you money. I also know a few friends that are very excited for a touhou mario kart game thats like old school mario kart like yours.
I'm reluctant to release more videos, because I'm still working with a single, temporary model. I hope that will change soon, and I can start releasing videos again.
Thats understandable, but you could possible make videos showing the course with just 1 reimu driving it, or just the camera giving fly by.
I considered both of those, but I decided to release a video when I get the final Reimu model sorted out. Hopefully that shouldn't be too long...
Oh cool. Did you find a modeler or you doing it yourself?