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Bizarre Creative

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A member registered Dec 07, 2019 · View creator page →

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Hello, focus on your Family FIRST.

Don't worry about this project, come back when you are ready.

All the best to you and your family.

Sorry for the delay, I saw your post and started writing and I was almost done then left it and shut down my computer.
The next day I realised I lost it all and was too busy to type it out again.

Anyhow that's ok Unity will be more than enough to do the job.
I thought you would like 80's Overdrive, Yes Max Downforce runs really smooth and has 100% the pixel look.

I have some inspirational music for you to listen to play the game and listen to the tracks.
I have set up a Dropbox send me an email and I will send you the link, so you can download and listen to them.

Yes, the sprite sheet per track sounds great this way we can ensure to apply a consistent look and again keep everything modular.

I think we should start setting goals on things to do, and meet up in 4 weeks.

For yourself, I would suggest

- Create the track editor, this enables us both to design them
- Work on the branching tracks
- Implement the large checkpoint banners for every checkpoint
- Add the large Goal banner with the crowd in the background

I will look at the following

- Develop UI wireframe
- Find more suitable fonts
- Create consistent menus
- Create in-game elements gauges, score, etc
- Obtain low poly 3D vehicles, I think we may be able to apply a pixel look or voxels.

I have also created a spreadsheet where I placed all the tasks, we can give the cell a green fill when complete.
This is in the Dropbox. robert.moyses@bizarrecreative.com

This should be enough for us to work on over the next 4 weeks, let me know what you think.

We can make it at the beginning or end of the month to make it a regular thing.
You do not have to have it complete but you are working on those things. 

Best regards.

Hello Yves,  yes I understand your challenges but good to hear you wish to try something while improving your skillset.

Unity is licensed, while Unreal is free until you publish, we need to compare the pros and cons of them in terms of cost when publishing.
Both can export to all consoles, pc etc.

Take a look at the following games and get some ideas.

Horizon Chase Turbo = Very Lotus Esprit Turbo and Outrun 
Crusin Blast = This is crazy pure nitro high speed
Hotshot Racing = Similar to Horizon Chase Turbo
Pure Chase 80's = This is a high-speed ride with more reaction than skill
80's Overdrive = Outrun this is 100% like Outrun

I think you need to figure out the branching paths and add 3D vehicles which fit in well with the road,
Perhaps make the road and ground 3D too? You can even have a mix of 3D and 2D if it works well.
We can take vehicle models and turn them low/lower poly 1/3 or 1/2. to give it a look.
This is something we would need to work on to get the look down and then start creating the elements.

How can we make it different?

Do you wish to keep the Authentic Outrun feel reproduced or go a little more exteme like Cruisin Blast?
I feel we should stick close to the Authentic Outrun feel with a few new elements which work well with it.
As the player reaches the finish line it could unlock items such as a radar detector, CB radio, and radar jammer.
Police could will be waiting on the side of the road so drive past slowly when you hear the alarm to avoid them.
This would add another element that still keeps it within outrun I feel.
We could add railway crossings, you need to beat the train to the crossing.

We could make each section a different country look, major landmarks and seasons, Japan blossoms.
France in Summer Eifel Tower, Moroco in Summer, Austria green grass blue skies and the alps.
Once we have the assets for one track figured out we can copy-paste it and replace the assets with grey numbered boxes
as placeholders for each track so as the artwork is complete you just need to replace the artwork pack.
This way you can continue testing the new tracks and make any changes until the artwork is ready to be replaced.
This ensures accuracy and speed in assembling this, you need to be able to add or remove any track section and move it around
in any order, look at how you have it set up you need to have this modular to give us the flexibility and not re-work everything.
Are you using a sprite sheet? This way each track asset can be placed on one .png otherwise with 3D you need separate elements
for each track section asset and be consistently named and numbered for instance France Summer Cloud Small = FR-S_Cloud_S.png

When this is presentable with a good menu and one or two working tracks, music and sound fx we could start pitching the game 
to Lamborghini, publishers or even Kickstarter (after we figure out how much time and money it will take to complete.)

We would also require a contract to protect us both, too many projects and friendships turned sour because there was no contract.
Right now we would be putting in our time and effort and treating it like a hobby, but as we draw closer to pitching it and especially
releasing it we need a bank account set up in which all earnings enter and then automatically deposit the agreed % into your account and mine.

I have some handwritten notes which I need to type out, I also collected some royalty-free music which I think will really work well.
The artist of which can be contacted to request to do something similar to Outrun but that would be extra money.

I think the two of us could pull it off, if you focus on the game elements and putting it all together, I can focus on graphics, music, sound and UI

Looking forward to developing something great with you.

(1 edit)

Hello Yves,  I am beginning to build a picture in my head.

So you have not worked on a published game just challenging yourself and for enjoyment?

Well, there are numerous options here.

1. You keep going with what you are doing
Scenario 1 You will be ok and make a little money.
Scenario 2 Sega finds out and tells you to stop using their assets.

2.  You take this a little more seriously and intend to publish something to make money.
Scenario 1 You switch gears and remove all Sega, and Ferrari assets and replace them and call it something else.
You can then approach different publishers and see if they wish to publish it and make some money.

Scenario 2 We work together to develop a good structure and workflow and show Sega to get their blessing to publish and promote it.
This is 90% not going to happen as they have not released anything since Outrun 2 on XBox 360 PS3 and they may not be willing to put money into the Ferrari licence.

Scenario 3 We approach Lamborghini and see if they wish for an ego-stroking game, they may not like the pixel look and ask for something like Outrun 2  XBox 360 PS3 . Lamborghini is more approachable and there could be a 50% chance of something developing with them.
We would then need to find a publisher which could be Sega as it is right up their alley.

This comes down to you are you doing this as a hobby or have you done this professionally?
Is this how you wish to approach this as a hobby or with a goal to actually publish this game.

How are you at using Unreal Engine? I wish to start learning.

Hello Sk1ds, great to hear back from you.

Actually, my name is Robert.

Only a few hours ago I was playing through your game taking notes.

There is a lot of work, but as I said you have a great start.
Most of it is graphics consistency, menu navigation and gameplay.
These are the elements I can take care of, I can create a wireframe of the navigation for you.

I just need to know the specs you require the assets in, we need to pick a pixel size for the assets
to keep everything consistent. I can look into this.

This way we can have the 16Bit Arcade look consistent.

I have started looking for a workflow to turn 3D models into pixel art, and I think it could work well.

Here are a few challenges for you to think about implementing.

- Branching paths
- Large Checkpoint Banners for each checkpoint
- Career Mode (race upgrade vehicle, unlock new vehicle which can also be unlocked for Arcade.
- Arcade Mode (race to unlock $ to upgrade career mode items. Completing races unlocks more girls as passengers and more music tracks)

I look forward to your email.

Best regards.

(1 edit)

Hello Sk1ds, I just happened to come across your video on youtube.

I instantly purchased your game as the spirit of it shone through.
I would like to help you with this project and contribute with graphics, audio and UI/UX design.

I have been doing commercial design for over 20 years, and gaming for even longer.
Outrun was one of my favourite racing games also Super Hang On, Double Dragon and Final Fight.

Have a look at some of my work
https://robertmoyses.myportfolio.com/work

You have a solid start but you could use some help.

I will play through the game and take notes on how you can tighten up the entire thing.

Are you intending to pitch this to Sega to sell?
Do you intend to sell this on gaming stores like Steam, Nintendo, Microsoft, or Sony?

There are numerous legal issues here If Sega, Ferrari etc say no to you.
You can switch gears (hehe) and make a different approach, this is where I can help.

First Impression notes:

- No girl in the passenger seat

- Other vehicles are doing wheelies constantly

 - Assets are of different pixel sizes (resolution) not matching, such as vehicles, gauges, scenery

- Menu navigation, consistency and clarity

Thank you for your Outrun Game, it made my day.

Where are you located country and city? 
I am in Melbourne, Victoria, Australia

I look forward to hearing from you, email me.

Thank you for your prompt reply.

I forgot to add the suggested games for you to do next.

Turrican this has had sequels but is

Gunlord X

There is a modern version that started on homebrew Dreamcast now available on Nintendo Switch.

Stunt Car Racer this was crazy fun

Someone made an updated modern version but this is as far as it got. I have attempted to contact the maker but I am unable to see any way to conatct them.

Walker by DMA who later made GTA, your Remote Life game is very similar and could be adapted.

Thank you again for your help.


Hello, I just came across your game.

Very R-Type and iRem games inspired, great work.

Looking forward to your next game, may I suggest


I am having touble using my wireless Xbox One wireless controller with the PC dongle, I also attempted XBox 360 wireless controller with PC dongle.

Both simply do not work with Remote Life v1.4, for me.

Both controllers work perfectly on every other game, excep this one.

As I enter the menu and attempt to configue the game to use the controlers there is simply no response to these controlers only mouse and keyboard work and I just can able to use the keyboard.

Please help me find the solution.

Best regards.