BeRo
10th June 2014, 07:28 AM
Hello,
i present to you my anti-gravity futuristic arcade-style racing indie game with the name "Supraleiter", which I'm developing in a team with five peoples, where I'm the lead programmer.
It's in a very early development phase.
It's implemented fully in Object Pascal (compilable with Delphi at version 7 and up and FreePascal at version 2.6.2 and up) including own 3D game engine, own 3D HRTF stereo sound rendering engine, own 3D rigidbody physics engine, own truetype font rendering engine with hinting-bytecode support, etc.
All of the game is own 100% native Object Pascal code, only with one exception, that the framework uses SDL2 as OS-API-abstraction layer.
So it's a not yet another Unity or Unreal anti-gravity racing game, rather it's a anti-gravity racing game, where the all code including the engine and the framework (with SDL2-backend) is own code by the developers of the game itself, so by me (95% of the code) and by my co-worker (5% of the code). This makes the game different from other indie anti-gravity racing game, which are using often third game engines and frameworks.
The team on this game has 5 members, where the most of us are also demosceners, for example I'm a farbrausch demogroup member. The team members at this indie game are:
- BeRo (this is me, Lead programmer)
- red (Programmer for additional code)
- brainbox (2D and 3D graphics)
- h2o (mainly 2D graphics)
- wotw (music and sound)
It will be available in native 32-bit and 64-bit builds for Windows (not Windows Phone) (over Steam), Linux (over Desura), MacOSX (over the AppStore), Android (over the PlayStore), iOS (over the AppStore) and maybe also for Tizen.
But the game is as said yet in a very early state, but i want to do write a post about it here already, for to save the game title name "Supraleiter", because it had already a title name rename, it called "HyperRace" some months ago until somebody has released a iOS game with the same name, so we renamed it to "Supraleiter".
You can see in the following video the very early state of it, since many features are missing yet, for example relief mapping and other 3D engine stuff and graphic details, and the another planned game modes and higher detailed not-more-so-low-poly maps are missing yet too. And it was video-captured with a Lenovo Thinkpad X230 with an Intel i7-3520M CPU, which has only an Intel HD4000 iGPU, so sorry for the low in-game framerate while capturing. My desktop computer with a NVidia Geforce GTX660 isn't working in the moment. It has two broken HDDs, which I must replace these first before I can capture better videos of this game with higher and more smooth framerates.
And here is the one very-early-state-preview video:
https://www.youtube.com/watch?v=N0iQ9zS7yr8
I would be glad about any feedback from you. :)
Regards from Germany,
BeRo
i present to you my anti-gravity futuristic arcade-style racing indie game with the name "Supraleiter", which I'm developing in a team with five peoples, where I'm the lead programmer.
It's in a very early development phase.
It's implemented fully in Object Pascal (compilable with Delphi at version 7 and up and FreePascal at version 2.6.2 and up) including own 3D game engine, own 3D HRTF stereo sound rendering engine, own 3D rigidbody physics engine, own truetype font rendering engine with hinting-bytecode support, etc.
All of the game is own 100% native Object Pascal code, only with one exception, that the framework uses SDL2 as OS-API-abstraction layer.
So it's a not yet another Unity or Unreal anti-gravity racing game, rather it's a anti-gravity racing game, where the all code including the engine and the framework (with SDL2-backend) is own code by the developers of the game itself, so by me (95% of the code) and by my co-worker (5% of the code). This makes the game different from other indie anti-gravity racing game, which are using often third game engines and frameworks.
The team on this game has 5 members, where the most of us are also demosceners, for example I'm a farbrausch demogroup member. The team members at this indie game are:
- BeRo (this is me, Lead programmer)
- red (Programmer for additional code)
- brainbox (2D and 3D graphics)
- h2o (mainly 2D graphics)
- wotw (music and sound)
It will be available in native 32-bit and 64-bit builds for Windows (not Windows Phone) (over Steam), Linux (over Desura), MacOSX (over the AppStore), Android (over the PlayStore), iOS (over the AppStore) and maybe also for Tizen.
But the game is as said yet in a very early state, but i want to do write a post about it here already, for to save the game title name "Supraleiter", because it had already a title name rename, it called "HyperRace" some months ago until somebody has released a iOS game with the same name, so we renamed it to "Supraleiter".
You can see in the following video the very early state of it, since many features are missing yet, for example relief mapping and other 3D engine stuff and graphic details, and the another planned game modes and higher detailed not-more-so-low-poly maps are missing yet too. And it was video-captured with a Lenovo Thinkpad X230 with an Intel i7-3520M CPU, which has only an Intel HD4000 iGPU, so sorry for the low in-game framerate while capturing. My desktop computer with a NVidia Geforce GTX660 isn't working in the moment. It has two broken HDDs, which I must replace these first before I can capture better videos of this game with higher and more smooth framerates.
And here is the one very-early-state-preview video:
https://www.youtube.com/watch?v=N0iQ9zS7yr8
I would be glad about any feedback from you. :)
Regards from Germany,
BeRo