One of my all time favorite games fell by the way side after several mediocre sequels failed to spark the same excitement the first game created for so many fans. I think I can bring a more modern twist to the game and I have a few ideas to freshen up the title while still keeping the core of what made the game fun in the first place. I'm not sure what the final outcome will be but I'm excited about it and I'm going to see it through till the end.
First more finalized rendering. I want to add depth to the gameplay in the way that players will move up in classes as they progress through the racing seasons. The first class will be more like what the original JET MOTO was; basically motorcycles with wings. The initial class with have a high degree of control and maneuverability, the later classes will be faster and harder to control. The initial class will race near city centers on very technical courses and the later classes will race over great distances and possibly even into the lower atmosphere. I still have a lot to figure out but we'll see where it goes.
This design is meant to be a counterpoint to the last one. I wanted it to feel a little more stream lined; like it would be faster on the straights but other racers could catch it in the corners. Where the first CLASS 1 racer used air brakes to steer you can see that this design has propulsion units up front, glowing orange, that maneuver the craft. From the players perspective it will be important that their avatar is interesting to look at so I thought it would be cool if the rear thruster rotated to pitch the craft up and down. The power source goes through the cables on the underside and they would bounce around and rotate as the racer flew around creating a neat animation that makes you want to stare at the craft as it flys. Again, the CLASS 1 racers are meant to feel like the more traditional Jet Moto craft which are basically motorcycles with wings, there will be variation between them but they should be comparable while CLASS 2 will be a step up from that.
There are some very significant differences that separate the Class 2 experience for the player as they move up in the season. The vehicle size has grown, it would appear similar onscreen to keep the visual experience consistent but the Class 2 racers are about 50% bigger than the Class 1 racers. The larger size will connote a more powerful machine that will behave similarly but is capable of much greater speed and even special maneuvers. The Class 2 will race over deserts, coastal areas, and possibly the lower atmosphere. The wings on this vehicle pivot allowing it perform tight turns at speed. The rear flaps also would help move the craft. Another big difference is the pilot in now fully enclosed as you can see in the rendering below.
It's important that the vehicle is still interacted with in the same orientation for the pilot, that is to say it should still be akin to riding a motorcycle. There is a much more symbiotic relationship now. The pilot may even connect some sort of cybernetic implant that veteran racers are given to increase their reaction times. There are no windows on this craft, sensors surrounding the vehicle feed information to the pilot directly into their visor or it is projected on a digital screen inside the craft. This could be a really interesting chance to play with the first person view while racing. All you would see is a digital representation of the outside world overlayed over your controls much like a Heads Up Display.
This is the second class two racer I've designed. I wanted it to provide a counterpoint to the first design in that its a more streamlined organic design that still shares similar features in terms of how it functions.
So I thought I'd throw a person in there to provide a better sense of scale and pilot position within the vehicle. I'd like to get a lot more comfortable with drawing in people to give the designs a more plausible feel.
Thanks for looking! I've got a few extra sketches from the project on my blog here --> http://iangalvin.blogspot.com/
Very nicely thought out and believable. Good looking vehicles.
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This is a good work man, i really like it. If you want some tips i think you must focus a little more attention to the engine cause to move something this small that fast you need a very powerful engine and the way to make your viewers to believe that kind of speed is to make the vehicle engine big and visible
These look wonderful, very solid designs, and the realistic sponsors are a nice touch to really pop them to life.
It's also one of my all time favorite games. Could you let me know your email or email me at "firstname.lastname@example.org"? I want to talk to you about some random ideas.
These designs are awesome. It looked like you had a blast doing it too.
Hitsu - You're right. It's a hard line to hit between believable and cartoonish. If you look at a modern jet fighter the engine exhaust is really only like 10% of the overall vehicle so I've tried to make it a larger part but not so big it looks unbelievable. Thanks for the feedback!
The exhausts must be very visible cause if those vehicles are made for a videogame or a movie you really want to think how to animate this design and make it cool and fast. Think about the design purpose, not too much the design by itself, it's a very good habit for successful designs
Anyway they are actually well done and already useful for 3d modeling so nevermind.
This is one of the last CLASS 1 racers I'm going to do before I start getting into the rest of the project's design like the levels and props and the racers themselves. I want to have a corresponding pair of CLASS 1/CLASS 2 for three different looks. I have two pairs so far and this is half of the last pair I'm going to work on for now. The idea is that if you like and become accustomed to how your CLASS 1 racer performs you will have an option that embodies your favorite racer's characteristics but enhances them. Or you could pick another one entirely. I just think this concept is important because it gives the CLASS 2 more purpose and connection because I think having pilots inside the craft will be one of my more contentious proposals for the franchise.
Just some process sketches. Check out my blog for the rest
man that looks like its gona be real fast something tells me maybe it needs something to keep the speed moderate and safer, maybe because it too close to the ground.
my sketch book NuSex's- http://www.conceptart.org/forums/sho...28#post1723528
upcoming villain/hero wip
Great concepts all around!
You gave inspiration for my starships. Thank you!
fantastic! well played sir, i like this work a lot!!
sb most art copied to page 1
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Thanks Kendall! I've seen your work on here before, you're really talented; it means a lot that someone with your skills is digging my work.
One of the iconic parts of the original game was the grapple system. As you came up to a tight corner you would activate a grapple and it would swing you around the corner like a pendulum. Each grapple would be at the apex of the turn and it would allow the quicker reacting racer to take the turn quicker.
I really want this to be a deliberate part of the game play with real consequences for a well done grapple. Control wise it would be similar to how to reload in Gears of War. As you reload a time bar appears and a slider swings across it. If you time it right and hit the button in the middle of the slider you get a hit bonus. I'm thinking if you activate it at the right time you would swing around more efficiently, like a ball at the end of a tight chain vs a ball at the end of a chain with slack in it; one is obviously going to move faster.
The visual design needs to tell a story too. I'm still playing with the idea of having a single grapple unit that all racers use or whether each unit can only be used by one racer at a time. In the latter scenario it would be a competition for who could get to the grapple first for the bonus. I want this to be an important part of the game so it needs to be compelling.
I don't want it to interfere with the race at all and I think there would be a chance it would be too distracting if they have to compete for it. Every racer would have the opportunity to use the grapple but I still think there can be some small reward that gives you a tenth of a second or something though if you time it correctly for an optimal grapple. That way a bunch of novice racers wouldn't be affected because they wouldn't notice it as much but in a really tight race it could give someone an edge or a chance to eat away at the leader gap.
They would function as a tractor beam, each vehicle has a built in tether point that's not visible from the outside. The player would activate it by holding down a button when they are in range and then letting go when the turn is complete.
First off, I'm a huge fan of the first Jetmoto game. It was a blast. Second, your concepts are absolutely top notch. Everything looks totally functional and bad-ass to boot. I'll be subscribing to this thread for sure.
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Hard to say which way to go...I'd probably just bring back up the chroma a touch - just play with it. Another minor note is I'd alter and lighten the shadow a bit - value wise the lower fork is getting lost in it and the way the shadow meets the tip forms a shape tangent. IDK, a bit of value and tangent confusion is grounding it too much rather than allowing it to float above.
I think a lot of those issues are due to me working on it for too long and losing the big picture after sitting in front of the computer for too long. I guess it's still better than a marathon gaming session. I'm lucky I've already beat Mass Effect 3. Thanks for the input!
Last edited by SUAVE 77; May 30th, 2012 at 05:22 PM.
Some early renders for the project. This scene is set in a desert habitat where cities have surrounded themselves with decommissioned transport ships to keep the desert from encroaching on urban areas. Stands and support structures have been built on top of the ships for the spectators.
Very nice mate!
Really nice. The more I see of them the more I’m really starting to like speed paintings as well. ; )
Hey guys, I'm finally getting around to working on the characters for the game. I've never done characters before so if anyone has any feedback I'd be very appreciative; just be gentle
I like the continuity between suit and bike technology - feels like similar level of tech and materials. Watch proportions though and major joint positions. In this suit for example the deltoid feels really far removed from the bicep - like there are two biceps between elbow and deltoid.
I would sketch or lay in an anatomical body underneath and build all my suits around it. You could do a variety of poses but it will keep the armor/suit on track.
The enviros are rockin btw.