Since the last time the main menu was revamped (which seriously improved the UI compared to the previous one) we’ve had the TYRED logo as the focal point on the screen. Tyres would fall and bounce off the big blocky letters, and we liked it, but we always thought it could be improved.
I’ve spent the last couple of days animating the logo to move around the screen. If anything else needs to be the focus of the screen, the logo will move out the way. It also rotates around to view it at different angles when on the main part of the main menu.
It took me a while to get the collision working properly on it but I’m really proud of the final outcome.
Yesterday I implemented a feature we’re calling Designated Drivers (Tom thought of the name, I’m so proud of him).
One of the issues we faced at EGX was that multiple people were trying to control the main menu, this caused some havoc and following EGX we changed it so that only Player 1 could control the main menu.
I realised that since we plan on implementing a “drop-in/drop-out mid-game” feature there may be times where the game can enter main menu without player 1 being active and able to set up the next game. As easy as it may be to enable Player 1 again I thought it would be a bit faffy.
When the game starts Player 1 is the Designated Driver, and at any time they can surrender the control by pressing the start button, and someone else can claim the responsibility by pressing start. We wanted to prevent annoying circumstances where people kept taking control so the Designated Driver has to give up the privilege before anyone else can take it.
If after a game the Designated Driver has dropped out, the role will be given to whoever claims it first.
Whoever is the Designated Driver has a steering wheel above their name, and if there is no Designated Driver there’s a shaking wheel above a warning.
Over the last few days I’ve been focusing on improvements for the Tyre Pong game mode. At EGX there a few comments about how we should speed up the gameplay of Tyre Pong. So I’ve added a few variations for people to choose from if they would like a faster game.
Players can select a timed variation of five minutes or ten minutes. The timer starts at the start of the game and when it runs out, the player with the most points (Least cups left) wins.
The Killer Pong Variation gives players 6 shots to clear as many of their cups as possible. If the player scores a point their shot count remains the same, and if they miss they lose one. When everyone’s shots are gone the player with the highest score wins.
the screenshot below shows how many points each player has, and below that is the amount of shots they have left.
In the event of a tie in the above variations, the drawing players have one shot each to score a point in the style of Killer Pong variation.
I’ve spent the majority of today creating a completely original play style for Tyre Pong. As popular as the original variation has been for people, mentions that it was too slow and people could only play one at a time have been quite frequent.
The video below shows Crazy Pong. Three cups in the centre are a short jump away for the players, and the aim of the game is to get into as many cups as possible in a short time frame (A minute).
The cups in the centre spin at a random speed each play, so some rounds will be easier than others. The video doesn’t demonstrate the anarchy that will occur when 4 people play, as I only have one set of hands. Also ignore the grey textures, we’ll start making it look pretty once we’ve tested it.
In the event of a tie, drawing players have another round with a shorter time frame (twenty seconds) to score the highest.
Over the last couple of weeks I have been making more rims for TYRED, here a few I made today. A skull, a skull and cross bones, a radioactive sign, a hazard sign, a peace symbol, a tractor rim, a cool symbol, a tree, ying and yang and a sporty rim.
I have also been revamping textures, I removed the toon shader from our game and Im in the process of revamping the lighting and textures and all round polishing and bug finding and fixing.
Normal maps are now visable
I’ve also added fireworks to the win podium (hard to get a picture will update with a video soon)
New texture tests
A sand test, a snow test, a lava test. some have deformation and displacement.
We also have emissive maps back!
Shows the emissive and the material for the lava.
I hope to revamp ALL the textures in two weeks time!
I’ve spent the day modelling some new rims for TYRED. We’ve always been passionate about giving the players as much customisation as possible.
I created 4 for the car wheel (which we can reuse for the tractor tyre as well) and 7 for the motorbike wheel.
Patriotic Rim – The TYRED T
Pumpkin Rim – Our friend has a gaming channel on Youtube and also does Twitch streams. He’s played TYRED a couple of times on his channels and he made a request for us to add a pumpkin (his channel icon). The rim stays orange regardless of player colour, but adjusting the player colour changes the colour of the glow in the eyes, nose and mouth.
Patriotic Rims – Sekrit Games Keyhole
Holy Tri-Spoke Rim
Crossed Scythe Rim – A tribute to Sons of Anarchy
Anarchy Rim – Another tribute to Sons (I really loved the SOA, okay?)
Glowing Rims – We’ve been unable to use emissive materials for quite some time because of a cel-shader. We’ve disabled the shader and we’re gonna work harder on improving the textures to help it fit the style of the game. I’m making the most of emissives now.
I’m quite happy with the progress I’ve made today. The Car and Tractor Tyres now have 19 Rims in total, and the Motorbike Tyre has 13. I think my next steps will be adding more rims to the bicycle wheel.
Any further suggestions for rims would be appreciated, and you can fire them at us on twitter @SekritGames
We’ve focused some attention on the user experience in the main menu. When we were at EGX we would set up a queue of games in an order that would help players get used to the controls. This queue contained 7 game modes and demonstrated the different variations and themes. It didn’t take us long setting up the queue, but after doing it several times we decided to add preset queues to our list of improvements. So far we have 9 Presets, but we’ll most likely add more in due course, and even add the possibility for players to save their own custom queues.
We’re starting this blog to keep a record on the events of TYRED. Our main regret is that we didn’t start it a year ago when we started the project. We’re gonna be keeping this up to date from now on (we promise).
We were recently at EGX in Birmingham and we received a lot of positive feedback for TYRED from the public. Since EGX we’ve been working really hard tweaking the game, fixing what we call “unexpected features” and we feel like we’re on schedule for a Mid-November release on Steam. We’re shooting a new trailer at the weekend so we expect the Steam Store Page will be up in the next couple of weeks.