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Career Mode is now implemented! Expand the description for a full explanation! Discord: / discord Twitter: / aaronmac64 Hello YouTube subscribers! I'm finally pretty much finished with the menu/structure for the Career Mode! Figured I would upload a video and a total explanation of the mode today for a little weekend present for everyone. First, I've gotta' come clean on something.... I cheated a little bit in this video; giving myself extra boost and ending the single race event early in the interest of time. That won't be possible in the final game, of course! Progressing through Career mode is pretty straightforward; it is split up into 6 different divisions. Each division will have a number of "Events" that pilots can complete in order to collect "Division Tokens" (pictured with the placeholder blue target icon in the menu). Division Tokens are required to unlock further events in the Division, and eventually unlock the Grand Prix tied to the Division. Since Aero GPX is primarily a single-player game, my goal is to have a good variety of events and challenges to complete. I'm shooting to have at least 3 special "Scenario Events" in addition to all of the single race events for each division; culminating in the Grand Prix at the end that pilots must complete in first place in order to advance to the next Division. (One cool bit of functionality that I've implemented is the ability to define specific parameters for participants in single race events; so each single race event will have specific quirks like certain opponents being more aggressive than normal, or many other tweaks to the AI opponents in order to keep them fresh and unique when compared to just playing normal single races from the Singleplayer menu!) I have updated Aero GPX's structure to support what I'm calling "Scenario Events" which have special objectives and completion conditions. Fans of F-Zero GX will notice similarities to Chapter 1 of the story mode in the placeholder testing scenario that I chose to showcase in this video. (All art and track design is placeholder, keep that in mind!) This is where I'm going to have a lot of fun creating unique experiences and challenges for pilots to overcome; I have some cool ones planned that I can't wait to get working on. These scenario events will have differences between the different difficulties as well, to keep the level of difficulty appropriate for pilots of all skill levels! One particular Scenario Event that will be re-occurring is what I'm calling a "Rally Challenge." These will be solo platformer-style linear challenge tracks that will be difficult to complete and present unique challenges to pilots. I'm going to try and have at least one per division. Alongside this career menu system, I have created a saving and loading system appropriate for it. The best times of each event at each difficulty are saved; allowing players to see when they have completed certain events at a glance in the menu. It also allows for reward tracking; so if there is a reward tied to a particular event (like an unlockable machine, color scheme for a machine, etc etc) it will show a treasure chest on both the Event Card and in the Best Times section. What took the most time to implement and design though (and can't really be shown in the video) is the fact that I have made the Career menu and mode expandable and able to be built upon. While I intend for the initial release of the game to have plenty of content in the Career mode; I wanted the ability to expand and add to it in the future. So I took the time to do just that! The career mode is perfectly able to be expanded upon with new events and even divisions added without breaking old save files or having pilots lose progress. Also, in addition to all of the Career Mode progress, I have finished up a bit of house-keeping on old code and systems before I move into more "content" based development. I've updated Unreal Engine multiple times since starting the project, so I was afraid that older systems I haven't tested in a while were broken; particularly custom track support. Well, I'm happy to report that after some effort and code refactoring, custom tracks will definitely still be possible. I'll have to make a track editor of course (which I'm planning to do after the initial release) but all of the tech that makes such a feature possible is functioning again! If you have any questions about the Career Mode, definitely ask in the comments below. I'll be happy to answer them! I'm starting to get into the really fun part of development where I can focus once again on the actual content of the game. I've almost got all of my bricks made; now it's time to make the house! Stay tuned; things are just now getting exciting for Aero GPX! As always, thank you for the patience and support! Join the discord if you want to participate in the discussion and be notified when I post anything new somewhere!