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Carmageddon: Reincarnation is a brand new points-for-pedestrians driving game from the indie dev team behind the smash hit PC original.
15,736 backers pledged $625,143 to help bring this project to life.

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"I’m Sorry Dave… I’m afraid you can’t do that."

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Hello CarmaFans, Sim here!

I Just thought I would share a little bit of good news on development side of things and also share something funny that happened during the week…

Little Bit of THIS – Mega Virtual Texturing News

First bit of grand news is that the texturing technique we are implementing – previously referred to by us non-tech types as Mega Texturing, but actually more accurately termed “Virtual Texturing” – should be finished “by the end of the week”… Which is actually around about… NOW. HORRAH!

This means that the lovely detailed environment work the artists have been doing that utilises this amazing technology will actually be visible on yer everyday decent PC, all around the office (and not just on super-powered throbbing shit hot art PCs), in a matter of days!

And what is Virtual Texturing, again? I asked our Head of Tech, Nick Slaven, for a description that even nobby would be able to understand. Nick replied, “Well strictly speaking it’s known as Sparse Virtual Texturing, and simply put it is the creation of large virtual textures that are streamed from disk. The mega texture system takes artist generated image data and chops it into many smaller texture pages that can be streamed off disk as needed. This will allow artists to create greater levels of texture detail within the scene than we’ve ever had before, and will speed up the loading times and keep memory usage low.

The texture pages are of fixed size, currently 128 by 128 pixels and the system currently supports a page array of 65536 by 65536, giving a virtual texture space of 8,388,608 by 8,388,608 pixels.

On our test levels only a fraction of this space is currently used, around 500 x 500 pages, this is still around 250,000 unique texture pages being generated occupying around 7 to 9 GBytes of disk space.

We’ve plenty of space for expansion, disk space permitting (if the whole virtual texture were filled, we wouldn’t actually be able to store it on current hardware… )”

GOOD STUFF EH ;) (But nobby looked like it made his head hurt, and had to have a lie down.) When he’d come to his senses again, he added, “So, every day we’re moving closer to a reveal of the work on the levels. The wait is as frustrating to us as it is to all of you out there, but that’s what happens when you’re re-writing the game core tech pretty much from scratch at the same time as developing the game itself. It’s all about ‘dependencies’, and we has them.” And to emphasise this, he booted a passing badger up the arse.

Little bit of THAT – Fun with Physics!

This week we got a really interesting email from the art team, entitled “Fun with Physics”.

I’m going to copy and paste the email here, but first I’ll give you a bit of information on what Dave is talking about.

In our Industrial level we have the basic shipping containers around a dock area, and there are also big machines like the one Tom Cruise drives in War of the Worlds, that pick up these containers and move them about. This helps to bring the environment to life, and will add some hazards for the player to have fun driving around in the level. The Email was about a bug that relates to these elements:

Hey All

Most of you will have noticed by now the utter devastation of the containers in the dock area of industrial which occurs after about 3½ minutes.

I discovered what’s causing it yesterday evening (bear with me, there’s a bit of explanatory preamble).

It’s caused by the loader animation looping. The loader animation consists of the loader moving containers A and B around the yard.

In order to save on keyframes however, the animation isn’t a complete loop – at the end of the animation A and B have swapped places.

Visually this isn’t an issue as the containers look identical so the animation appears to loop seamlessly… until such time as the containers are given a mass less than infinity…

The start and end positions of containers A and B are some 300m apart and the animation runs at 30fps

This means that at the point the animation loops back to the start, these containers have to move 300m back to their starting positions in one thirtieth of a second

Which is 9km/s

Which is 32400km/h... just over Mach 33

By way of comparison:

  • Velocity of Geostationary orbit - 11052 km/s
  • Orbiting Velocity of International Space Station – 27,600 km/h
  • Escape velocity on Earth – 40,320 km/h

It gets better…

Containers A and B have been given a mass of 100 metric tonnes (heavy enough not to be moved by collision)

So let’s consider the kinetic energy of a 100 tonne object moving at 9km/s

E = ½mv² = 50000 x 9000² = 4.05 trillion joules

Or to put it another way…

0.968 Megatons of explosive energy

If the container was spherical and hit the ground at a perpendicular angle the resulting crater would measure 189 metres across

Such is the accuracy of our physics that this kinetic energy in-game is enough to launch a 3 tonne container 500m….. Which I imagine is pretty much what happens when a nuclear bomb goes off in a dockyard.

So my fuckup qualifies as both astronomical and apocalyptic!

-David Brownsea

So thanks for sharing Dave! He quickly fixed the problem, BUT! We sneakily got hold of the offending buggy container Loader, and we have a cunning plan to stick it back in the level (or our test environment) and reproduce the outcome for all to see!

Of course, what this “Whoops!” moment emphasises is that this is exactly the kinda fun you will be able to have using CarMODgeddon, which will allow you to muck around with the parameters of all manner of in-game assets and also add your own, so you too can have Fun in the Stainless Playground of Physics™!

Now boot a badger up the bum… in celebration!

See ya soon Carmachums!

Sim xxx

Calling All Backers!

Stainless is Listening!

Hey guys, it’s nobby here! Sorry to be spamming you all with another Update so soon, but we have an important announcement for you. We’ve been following the feedback today very closely, and it became clear we’d screwed this one up – and so we’re happy to tell you that we’re doing the only thing that’s fair and all of you who paid for the game, will get the game plus ALL DLC. We’re putting out a Press Release and posting the news on Carmageddon.com, so that the message gets out there loud and clear:

ALL KICKSTARTER/PAYPAL BACKERS WHO PAID TO RECEIVE THE GAME WILL GET THE FULL GAME PLUS ALL DLC!

Thursday, 26th September 2013. Isle of Wight, UK. Earlier today, Stainless Games Ltd. announced its Early Access plans for the release of Carmageddon: Reincarnation on Steam in Q1, 2014. Stainless also talked about how the final game would be followed by DLC packages to signal the company’s continued commitment to the game beyond the “final release”.

However, the announcement had the unforeseen consequence of causing confusion and some disquiet among the community who have backed the game’s development. Some commentators in the Kickstarter community made the point that it seemed unfair that the Backers weren’t now going to get the “whole” game – including all future DLC.

Jason Garber, Publishing Director at Stainless, said, “As the day went on, we kept discussing the feedback from the community, and it became clear that they had a valid point. And so we’ve decided to act on that point. We’ve concluded that the fair thing to do would be to make this announcement – that EVERY Kickstarter and Paypal Backer who pledged the $15 and above for a copy of the game will be eligible to get The Full Package. They’ll get the full, final version of Carmageddon: Reincarnation and ALL DLC, for the REST OF TIME.”

Neil Barnden, Brand Director for Carmageddon, said, “We have always listened to the community, and felt that in this instance we’d clearly got it wrong the first time round. So it was imperative to make it clear how important the Backers remain to us, and deal with this as swiftly and positively as possible.”

The Dawn of Early Access...

Yes, it's coming! Hang on to yer helmets! Carmageddon: Reincarnation for PC is launching via an Early Access programme on Steam in Q1 2014.

Yes, that's right Early Access is coming, and we want YOU to join us at the dawn of a new era in the evolution of automotive carnage videogaming! Add this date to the timeline of World History:

Q1 2014

And be there, or be stuck in the car combat Stone Age!

To celebrate this announcement, we're running a prize draw and GIVING AWAY 99 Free Passes to The Carmageddon: Reincarnation Full Package, which guarantees the winners ALL the content, including all updates and future DLC for the REST OF RECORDED TIME!!* all you have to do for a chance to win is Tweet us! Head over to our Early Access Entry page to find out more.

All the Kickstarter (and Paypal) Backers who pledged $15 or more for the game will receive the standard game package bundle for free, as that content is released. If you’d like the chance to increase your entitlement to The Full Package (all content, all DLC), then ENTER THE DRAW!

Also note that, for Backers who pledged $25 or more, Early Access will be preceded by an exclusive two week beta period.

Ol' Clyde there was so excited to have early access to the Early Access news, he couldn't resist bashing his bone in a highly rhythmic fashion to celebrate, and who could blame him?! He's about to embark on a revolutionary evolutionary journey - and so are YOU!

Yes, Q1 2014 will see the launch of Carmageddon: Reincarnation on Steam. And Early Access means the World gets the game at the earliest opportunity, and we all get the benefit of feedback and community involvement as the game continues towards its ultimate destiny; To boldly go where no cow and granny mangling game has gone before!

*End of Recorded time currently TBC. We're checking with our first-gen HAL.

Visit the carmageddon.com website to view the full press release.

Beef curtains…pink, medium or well done?

Hey Guys!

Boy, have we got something juicy (but not Jones!) to show you today. Want to see some teats sway? You’re in the right place! Our artists have been busy modelling and mapping the bovine geometry, and today I'm going to show you what they have been up to at the animation stage!

But before we get to that, what I’d like to share first is some background about how we get to the point where an artist does the animation of a cow pooing itself. And in order to do that, I’ll be showing you some of the internal documentation that we’ve written, specifying the way peds will work.

Central to the artists’ tasks for creating the new peds for Carma: R and animating them is the list of requirements for what the peds will actually have to do in the game. What peds do is governed by their Behaviours, which the coders implement, based on what we’ve specified in the GDD (Game Design Document). In the GDD, it describes how Ped Behaviour is defined:

Normal
Before becoming scared, the peds exhibit a range of Normal behaviours:

  • Standing
  • Walking
  • Sitting

So, to our example; the cow’s “normal” State. Cows generally stand up, lie down, chew cud and walk around a bit. Our first video reveal could be called “the starter”. A little something to ease you into the main course (note: all courses will contain beef!). So first up is the Cow’s walking animation:

Cow Fact: A cow can walk upstairs but not down! Haha!

Scared
In order to become scared, the peds will have to see something that scares them. These Scared behaviours will be triggered by:  

  • A fast approaching car
  • A fast approaching part of a car
  • Other scared peds approaching/passing them 

There will also be a chance of a ped being scared by seeing an injured ped, a dead body or body part. Alternatively they might be curious and stand looking (We don’t think Peds need to be scared by accessories flying towards them – we think it’ll be funnier if they’re just taken by surprise by an accessory hit!).

They want to get away from what scared them. They will exhibit Scared behaviour and:

  • Get up (urgently – panicked), if they’re sitting
  • Run away from what scares them

Their flight will take them in random trajectories away from the thing scaring them, deviating from “ped friendly” materials and traversing all the accessible level geometry.

While running away, there will be a chance that they’ll Interrupt their flight. They will stop, and:

  • Cower (crouching, arms over head)
  • Get out of breath, stop panting with hands on knees

Which brings us to the main course this evening; organic beef which has been processed through emotional states… So you can literally taste the fear! By which I mean… Next up is a video that demonstrates a combination of the ambient (laying down), scared run and slip animations as described above.

Cow Fact: They have nearly 360 degree panoramic vision. They maybe be able to see you coming, but they can’t escape death!

PowerUps
PUps will also effect peds in many ways; from giving them giant heads, making them dance or even making their feet stick to the ground!

For every ped effecting power up there will be animations and effects for each pedestrian!

So what could top this meal off? A nice indulgent dessert…

Hit
In the event of the ped being hit, or hitting something, they will react with the Impact behaviour (severity of impact will determine the type of behaviour):

  • Stagger and recover 
  • Fall over 
  • Rag-doll with constraints 
  • Full Rag-doll 
  • Explode

After scared
Uninjured Pedestrians and Peds that have been hit but are uninjured return to Normal behaviour. They won’t attempt to return to where they started, but they’ll head for the nearest ped-friendly material.

Injured
Pedestrians who have been bloodied or partially dismembered by a car will adopt a Distressed state:

  • Hop along on one leg 
  • Drag themselves along, if they've been doubly unfortunate and lost both legs

Of course, after all that rich dessert, there comes a point when the dancing has to stop…

Cow fact: they don’t have 4 stomachs - they have 1 stomach with 4 sections!

And, after all that dancing it’s time for an invisible shit… (WIP)

(Visible shit will be supplied via a dedicated defecation particle effect…)

That’s all for now, brown cow! Special thanks to Carmageddon Art team… especially character artist James Clarke for our amazing performing cow!

Sim xxx

P.s (Don’t forget to share the cow love)

Siamese Dream - Part 3

Hi Carmafans! Nob here again!

So, I have a short but significunt update for you today… with some news and pics of progress on my beloved Siamese Dream!

As you’ll know from the various updates and progress reports, extensive work on the final stages of the in-game renderer have continued to frustrate our wishes to get you some juicy in-game stuff to see. But, that is set to change very soon. In the meantime, what I’ve got for you today is a sample of the progress on the vehicles – which is moving on apace now. The development of the methodology for construction was completed some time ago, meaning the cars are now able to move fully through the art pipeline and be ready for their debut in the game itself looking all shiny, textury, painty (and damagey… oooh so damagey, when appropriate).

So, going back to the example I’d previously been showing you in development, that of Siamese Dream. When we last spoke of the car, it had been superbly sketched by me (er-hem), and then concepted by one of our suite of vehicle artists, Stu.

Since then, it’s been modelled and textured, and can now be driven in the game. You can smash it up. It buckles, it bends, bits fall off and it gets all scuffed and battered. However, all I am going to reveal today (I’m such a tease) is how it looked at the end of the modelling and texturing process.

First up, here’s the model of the vehicle:

Oo! Next, a series of views of the Siamese Dream with all its clothes finally on. All modelled and textured:

And of course, that huge turbine engine with its afterburner is going to have some lovely effects belching from that massive gaping orifice, with the power of the thing and the nature of its propulsion having fascinating potential for affecting its handling!

It’s now also the case that each completed car is set up for damage, and also has its suspension and IK systems set up. So, the cars crush and fall apart, and their suspension systems and running gear (steering rack, driveshafts etc.) are all in full working order. And the development and implementation of these systems will be the subject of future update articles.

Cor! The next stage of our reveals will include a sneaky peek at textured car, in textured scene – as I revisit another of our previously revealed cars and show how things are progressing, on a larger scale!

Nob out!