Woohoo! 0.8.1 released! + Win a free Woohoo! key!
Another update is out there!
- http://woohoodrive.com/woohoo-0.8.1.rar – Windows
- http://woohoodrive.com/woohoo-0.8.1.tar.gz – Linux
This one includes bugfixes and a few new maps:
- Quickrun and kobex got redesigned – they are more beginner friendly now.
- Added new easy tracks – spartan, trigger, magnetpie
- Added new medium tracks – uberswitch, corridor and horizontal fun (this one’s to be considered test/alpha version though:p)
- A few more minor updates to the current tracks
- Minor website updates – added rank tracker on the homepage
- No sounds included in this relase. However, our sound dudes are still working on them and have done really great work so far! Stay tuned!
Autoupdate doesn’t work yet so if you have downloaded woohoo already please re-download it again. Hopefully we’ll get rid of that issue pretty soon. Once again sorry for all the inconvenience!
If you have any complaints on the current maps set we’d be happy to hear from you. There’s still a lot to do and we’ll be finetuning them for some time yet anyway so your say matters to us!
Win a free Woohoo! copy for you or your girlfriend!
Yes, you got that right, it’s Woohoo! giveaway time and we’re handing out a few extra keys for free to the most avid fans. The rules? Pretty simple! Just get in the top 10 in the ranks by the end of the month and the key is yours!
REGISTRATION KEY will be EMAILED to the address you filled in your game settings so make sure it’s valid!
Woohoo Drive! second release – introducing some big changes
After recieving some great and very well pointed out feedback from some of you guys we’re introducing some important user interface changes that will hopefully attract you more to Woohoo!
- http://woohoodrive.com/woohoo-0.8.0.rar (Windows)
- http://woohoodrive.com/woohoo-0.8.0.tar.gz (Linux)
There’s also a new promo video:
- Added a thorough and comprehensive tutorial level
- Renamed level difficulty names so that they are more suggestive to the first time visitor
- Levels are sorted more properly now with regards to their difficulty
- You can now earn medal awards for completing each map.
- Map ranking displays after you’ve completed each map
- Main menu/save demo/play again/next map options display after you’ve completed a map.
- Some changes to the overall game visuals
- Improved visibility
- Minor level fixes and adjustments
- Added turbo material in a few places
- Cleaned up hud
- Spiced up level editor
- Choose from 5 different rig skins to match your style!
- Added default and player personal best time ghosts!
Some of the chnages we’ve made require redownloading Woohoo! If you’ve downloaded Woohoo! already, please do again. From now on, there will be autoupdate included so you will not have to worry about anything anymore hopefully. Sorry for all the inconvenience!
Looking forward to hearing your ffedback and good luck on your way for the top ranks! Speaking of ranks, we’ll be rolling a little contest shortly to give out a few premium keys for the most avid and dedicated players, stay tuned in!
Woohoo Drive! 0.7.3 beta released!
We’re extremelly excited to announce the first official release of Woohoo Drive!
Woohoo Drive! is a great top-down racing game where you drive your space rig using your mouse or tablet only. The point is to get from point A to point B as fast as you can. Your highscores are then sent to the online scoreboard and you get ranked against other players! Whether you’re bored sitting in an office or looking for a fun game to chill you out, Woohoo Drive is a perfect match! For more info you can visit the about section.
We’ve put quite some effort to get with Woohoo that far and as indie developers we don’t ask for much in return! You can download Woohoo! for free, both for Linux and Windows. If you like the game and want to see it developing further, we really encourage you to register your copy of Woohoo! for a symbolic $5. You can have a look at a draft sketch of what we’re planning to implement in the about section.
Also, we heavily rely on the word of mouth as one of the means for spreading Woohoo Drive! across the universe so if you can please share this game with your friends that would be much appreciated! Thank you!
Everyone enjoy a free slice of Woohoo! The tab is all on us!
Looking forward to hearing some feedback from you and hopefully some registrations, too!
Warp Speed second alpha release and a new video!
Warp Speed gets its second pre-alpha release! We also have a video with the ingame footage and badass killer voice of mine for you!
Apologies for such a huge gap in the updates! We had to shut up for a while and concentrate on work. Focused as never before we’ve generated such a huge gap between the last release and this one that it literally got beyond our comprehension! BTW. This update was originally scheduled for the end of August:P
We’ve got an update on everything, textures, gfx, engine, EVERYTHING! I won’t be spamming to much and will leave you with the real stuff to play with:
100% of the ingame footage, no video fireworks yet, includes a few useful comments of mine.
A few ingame screens
There wasn’t much to do for you in the previous release, this time there’s a couple of weapons to play with, don’t miss the trickjumping part in the video!
This is a general update, physics is still not perfect, nothing really is, WE WANT YOUR INPUT! CMON! Leave some critique comments!
Long time no see! Well, we’ve been working hard day and night for the last couple of weeks. Not too much on Warp Speed though as the vast amount of our time was consumed by web development but here I am anyway giving you another insight into what’s going on behind Warp Speed scenes!
Today I have a couple of screenshots to show, they may seem like not much but there’s quite a big chunk of progress behind their innocent faces.
First of all – I messed around with Warp Speed logo and mocked a new loading screen. Remember the old one? Well, probably not. Anyway, in the process I discovered a couple useful ways of creating new materials. Lucky bonus!;)
Yes! Some textures at last. And these are pretty official. Note they are only base textures that will be used later on in the process for creating more complex ones! What do you think?
The small toothy things in the background are saw blades. They don’t do any harm to the dude, we invented them only for entertaining purpouses and to check out how convenient shooting at moving targets is. The verdict? Pretty convenient, that’s for sure!
Next image shows how hitscan weapons will most likely work in Warp Speed. Hitscan weapons are weapons that hit the target immediately after you shot them. Don’t know how it’s going to work out in practice but we’re definitely going to give it a try.
We’re working on a promotional video, a little bit trailer-like but since we unfortunately don’t have enough content to show to call it a proper trailer, let’s just assume it’s a promotional/entertaining video. The main purpouse of it is for me to get more convenient with video editing stuff so that we can share something really really mindblowing with you in the future! How noble!
I’ll finish here without giving out anything else, now it’s your turn to leave some comments!;) Cheers and thanks for keeping track of our progress!
Today I wanted to share some of the latest texturing achievements with you to tease your eyes a little bit and make you more warp thirsty again. Starring: Rust effects.
The most challenging thing about making convincingly looking rust effects is that in real life rust has a lot of details that may seem hard to recreate. When you try to achieve satysfying results, you want to pay attention to the detail in the first place. I tried too many times to go about this in one shot and failed unconditionally every time I did so. Despite all these failures I was determined more than ever and after a few sleepless nights and far too many cups of coffee proper results started to show up.
Have a look:
The top of the image is ocuppied by a plain metal texture I made in the meantime. Below there are 8 different tiles with various rust effects. They feature rust stains in all shapes and sizes: Small ones and big ones, oval and longitudal, deep and shallow, bright and faded. I didn’t even think of getting that far at the point I first tried to solve this rusty mystery!
Tiles look nice (don’t they?) but rusty compilation is even better. I suggest you click and check out the full-sized image for even better experience:
Rust was my Achilles heel since I can remember so you can imagine the difference now that I feel like I know everything about this particular material:p Seriously though during this process I came up with so many new ideas and approaches for creating materials that I’m actually scared to test them all out. NO, I actually can’t wait to try them! This may be interesting.
Now I’m going to play a little more with rust effects and get all the tools for creating them sorted. After that I’m moving to the next stop which are paint effects on different materials. Hope it’ll be just as big a surprise as with these! See you there!
Of course you’re welcome to leave your thoughts and ideas in the comments below. We love reading them!;)
First Alpha Release of Warp Speed
After a couple of months of almost releasing the alpha version of Warp Speed we finally made it!
Important things to note:
- It’s extremely aplha. We’ve tested it on a very few machines. If it doesn’t work on your computer, do not panic. Let us know your basic hardware and software specifications and we’ll try to work this out in the meantime.
- We want your feedback regarding the movement. Mainly:
- Is it comfortable enough?
- Is the game speed fine or too fast? Would you prefer it to be slower?
- Is it too hard to learn the rotations? Are the rotations intuitive enough?
- Are there too many keys to manage? (roughly 5).
- Would you like something to be different?
- Instructions regarding the movement can be found in the download section
Enjoy and leave us your feedback after you have played it!
Weekly update #5
It’s been hard couple of weeks. I spent most of my time fixing bugs, searching memory leaks and other sick and twisted things. But it’s over now. We are moving forward!
What does it mean for you? Alpha release is coming out soon, very, very soon, leek mentioned this thursday if everything goes as planned, so will see.
I’ll be no shittin you, I have not done much recently, basically due to standard stuff that keeps me from Warp Speed that is namely exams and webdesign work (or lack of it for that matter which is just as bad when you need money)
Enough moaning. List of things that I managed to get done includes scratched metal textures I mentioned in the recent entry and worn out paint and badass rust (which I’m working on ‘currently’). So far I think the last two are the hardest to make but I’m progressing slowly and getting to the point where I almost like them enough to show you.
Just as I do like the metal scratches textures you can see below:
As you can notice the texture on the bottom features deeper scratches.
And they’re pretty seamless!
Don’t they look real?
Now, the coolest thing about them is that I found out pretty much a receipe to make them with as little effort as possible. That may sound lazy but it’s not. Personally I’d call it creative efficient. My goal from the very beginning was that the textures will not use any reference photos and will be 100% self-sufficient, easily editable and customizable.
From here I’ll be working out the way for the rust and worn out paint effects (Yea I’ve said that already) that will look just as cool and will be just as easy to make as the two textures above. Then I’ll think about some kind of a tutorial featuring these materials.
I don’t expect much progress for the next couple of weeks though.
For now let know your opinions for they’re always much appreciated, twice as much at such time actually!
Weekly update #4
Sorry about the lack of weekly updates lately but i’m working really hard on the Warp Speed engine doing some improvements and optimization. At the moment, we’re not sure when the alpha will come out but be patient because it’s worth waiting for.
Anyway, take a look at the list of recent changes below:
- completely rewritten renderer using vertex arrays and display lists
- implemented splitscreen game (up for 4 players)
- separated autoupdate service from main engine
- unified scripting engine
- removed most of memory leaks
- sped up math performance
- fixed player movement glitches