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Vektor Prix
August 27, 2015 - djoslin

I would like to thank all of you for the support. Vektor Prix is finally greenlit, and I am stoked!
I've estimated that Vektor Prix is roughly 95% finished. I plan to polish the input system to allow better handling of joysticks, and possibly a setting for a different and easier style of steering. And finally, I would like to polish splitscreen and online multiplayer a bit more and fix the last few remaining bugs.
Since being greenlit, Vektor Prix is my primary project again and I plan to finish it as soon as possible.
Stay tuned for release dates and future announcements.

Thanks again.

February 15, 2015 - djoslin

Lately I've been fixing a bunch of small things and adding one big feature: local splitscreen!

Split Screen Webm[]

Now you can grab a gamepad and play against one of your friends on the same screen. It was something I've always wanted to add to Vektor Prix, but the amount of time it would take to adapt the engine properly wasn't worth it. But the more I thought about it, the more I realized that I could just run two instances of the game, resize them, and connect to eachother through multiplayer automatically.

So I went that route, all that was left to do was polish the transitions and fix the random bugs that pop up from doing something so nonstandard. The only issue left is that Fraps is unable to capture both screens on Windows 8, which means I had to use other tools and deal with a big reduction in recorded video quality. But I'm happy to report that the feature works!

Note: I had no one around to play as player 2 when I recorded these videos just now.

DM WebM[]

As for other changes: I've fixed the menu transitions so they run at a constant speed, the heads up display resizes itself properly for skinny windows, I've slowed down the tutorial bots, fixed resolution options, and fixed a bunch of misc multiplayer bugs.

Stay tuned, more information coming soon!

January 23, 2015 - djoslin

This past couple of weeks I've been doing some required final touches.

New Race WebM[]

The first thing I did was zooming the camera out a bit so it is easier to see your surroundings. The camera's zoom amount is adjustable in the options: zooming in will give you better performance, but zooming out will let you see a lot more.

New DM Zoomed Out WebM []

I feel like the new camera capabilities will make the game a bit easier to play. I also noticed that people had a tough time knowing which vehicle was theirs when the race started, so now all of the enemies fade in at the starting line. This makes self-identification extremely easy.

New DM WebM []

I've finished implementing the final level's unlockables, and therefore the game is beatable and 'complete'. I still have more polish and bugfixes to attend to, but it's a great feeling getting the game to this stage.

The past few weeks I've made a ton of smaller changes as well, such as making the bots more intelligent in close quarters combat, I made the vehicle speed adjustable for custom games, a yolo round where only bots are alive is now skippable (both online and offline), I fixed the force that explosions give vehicles, and adjusted a bunch of particle effects.

January 10, 2015 - djoslin

This past week I've been focusing on the final level and adjustments to make the game easier in easy mode. And I finally bought

higher quality[]

For the final level, I've finally finished all of the dialog as well as the mission structure. I have to finish a couple of the final unlockables, and a bit of polish left to do for the final level, but it is now playable and beatable. Which is pretty exciting for me, since the last chunk of content is finished. Which means it's polish and bugfixing time from here on out.

higher quality[]

The second thing I've been focusing on is trying to make the game easier to get into. I've noticed a few things from watching new playtesters and now I'm trying to adjust the game accordingly. The first big change was the speed of the vehicles during a race, it seems like things are just moving too quick for someone starting out. Now easy, medium, and hard modes all have slightly different speeds.

higher quality[]

I've also noticed how discouraging it can be to fall far behind in easy mode. So now bots will miss a turn sometimes, crash into walls, and take a worse route if they're in front of the player in easy mode. I've also upped the damage that a player deals to easy bots.

More news coming next week!

January 4, 2015 - djoslin

Happy New Year! The past week I've been focusing on polishing online multiplayer and preparing a presskit to send out to journalists. The presskit contains videos, WebMs, screenshots, and lots of information. It took me two full days of work to prepare. If you are a game journalist, or know one that might be interested, please contact me.

higher quality[]

I've changed how bots spawn in multiplayer servers. I added a 'minimum players' setting. Let's say it's set to 5, and there is one person in the game: 4 bots would be spawned. If another player enters, one bot will exit. If a player exits, a bot will enter. And if there are five clients connected, no bots will spawn. This allows for a more consistent online experience.

higher quality[]

I've improved a few other online things as well, such as UDP disconnection detection, max laps and max kills are settable, no more slight vehicle drift when you are idle, the timing of certain things has been tweaked for networking reasons.

New Race Youtube Teaser

There have been a ton of small changes too, such as adding lights to the tutorial levels, adding guide arrows for the figure eight level, adding different arrows to the final level, adding the antagonist to the final level as well as coding up a way for him to address the player before returning to his original location.

New DM Youtube Teaser

More news coming next week!

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