Download the alpha now at www.bikeparkgame.com, or read on to learn more about the project!
Hey all,
This is a project I’ve been working on here and there for a while, mostly for my own enjoyment and to learn Unity and C#, it’s a standard BMX game. The video starts off featuring the park editor, which at the moment only has a few objects available, but I’ll surely add more as time goes on.
Second part is some riding on the ramp I created with the editor, as you can see the physics are still pretty rough and you can only really do two tricks, but this will change in the future as well.
Keep in mind that it’s still in it’s early stages, but I would love to hear what everybody thinks and get some feedback!
I haven’t had nearly as much time as I would like to work on this project lately, but I’ve made a short video to show some new features: transform handles to allow click and drag movement, objects now highlight when they are active, and parks can now be saved and loaded. I’ve also started on getting a hilariously badly animated character in and working on a UI to tie everything together.
Moving forward, I’m planning to add a few more items to the editor and release it as a standalone build in the coming weeks, then I want to get the bike physics and character animations somewhat working and have a playable alpha with the rider and park editor.
I’m totally stumped on what to call this though, it’ll probably just be AlexL’s Bike Game and Park Builder unless anyone can come up with something better and wouldn’t mind me stealing it.
Yeah, although school is eating up most of my time right now, just 3 weeks left!
@iWoundPwn derkoi - Thanks for the comments support!
@Jadunsykes - Good looking models, I’ll be watching for it!
Anyways, this week I got grinding working on the park editor block object, although there’s no balancing involved yet, it’ll just grind until the ledge ends, you hop off or it runs out of speed. I’ve also been tweaking the GUI a little bit and squashed a couple of bugs.
High up on my to-do list is to put a fence around the level for obvious reasons, but at least now switching between game and editor will respawn the bike. I also hid the character for this video because he was just twitching around like something out of a nightmare.
Hi Alex, I also am developing a bmx game but its more physics based. I would love to know more about how you have gone about this.
What are using for wheel colliders, i’m using sphere colliders because far from perfect due to the shape.
Are you using any connectors or just animations ?
Good to see some other people trying bike games
Thanks for the replies! I ended up using capsule colliders for my wheels, and in the videos the animations are done by rotating stuff through code, but that’s going to change to regular animations for everything, I’ve got the rider and bike rigged as one now.
I’m planning on posting a new video tomorrow and releasing a playable demo by the end of the week, I’m really looking forward to hearing what people think!
Yeah I think I saw your video on the UDK forum a while back. :]
I ended up using capsule colliders because of the flat bit in the middle, makes it a bit easier to keep the bike upright. If you were going for something more like a sim they probably wouldn’t work as well but for my purposes it’s good enough.
I’ve been working on getting the bike looking a bit better, as well as doing animations and coming up with a logo and website. Now that I’m out of school I’ll be working on Bikepark full time.
I decided to post a few screenshots so you can see how the game is coming along visually, basically showing the air tricks you can do right now.
Interesting, you your wheels are quite wide to aid with balance ? If so how do you stop them colliding with objects near the wheels ?
Would love to see a video, i’m going to release some more recent vids from my work soon