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Download "Idle Time" - locally developed game

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

  • Well, I'm making a game . I'm spending the next few weeks on making a small game to showcase the gamedev log feature on tsumea where any member can create a game entry and other members can post journal posts with art, music or just development…

  • Just a test #2. Still working on the new section.

  • So, I got a Commodore 64 when I was in the 4th grade. It came bundled with a Rolf Harris picture building program on casette tape which never loaded properly but from what I could tell by its box cover, you could build pictures from a selection…

  • Yes, the site looks very different and I've had to prematurely switch to this new theme that I'm working on for a few reasons, the main one is that changing certain aspects of the site to fit the new theme will affect how the old one looks for…

  • (this is just a test, please ignore this entry)

    Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with…

I currently work for

Submitted by souri on

Idletime has been developed for about 9 months on and off (work and study take a bit of time). Coded with visual c, idletime uses an oct tree engine, the models can be created in virtually any 3d product (eg. lightwave, 3ds max, maya, milkshape, etc.), maps are created in the worldcraft/hammer editor. It has limited physics and collision detection at the moment.
Rendered with OpenGL
Octree engine
Light maps for the world geomtry
Stencil buffer shadows for the cars
Sphircal environment mapping for cars and world
Motion blur
Quake style console
FMOD for sound and mp3 player
Crappy physics (physics coding was a lot harder then we thought)
6 real cars
3 maps
Game and tools written in VC6
Maps are made with worldcraft/hammer, then lightmap and octree are made with our map compiler
Cars can be made with almost any 3D modeller, then scaled with our "magic" :) car making tool.
Writing a flip code blurb was probably one of the hardest things ;)
There are still a few things to be completed/updated, these include such things as:
Texturing of cars/maps
Map finalisation
Network code
Updated physics/collision detection
Network coding
AI pathing
Car details
Level of detail modelling/code
Normal Mapping
Real Time Cubic Environment mapping
Download in the downloads section (funnily enough) at www.lphpnl.com

Idletime is still a work in progress. One thing we are always having trouble with is textures. Our team only has two modelers and one coder (with some help from our friends). We all hate it when there is a cool IOTD and you can't download it and play with it your self. So you can all come to our site and download it. You can even drop into our forum and tell us what you think or don't think

Please feel free to email us with ANY questions or critisisms, we want as much feedback as possible If you would like to bag the artwork, get onto lucas_wallis@hotmail.com or blackmans@ncable.net.au, If you feel that the programming could do with a bit of a beefing up then email mick at myoung@qonline.com.au

Submitted by Daemin on Thu, 31/10/02 - 3:25 AM Permalink

Did you grab this from Flipcode.com Image Of The Day Gallery by any chance?

Submitted by Daemin on Fri, 01/11/02 - 8:26 AM Permalink

Cool, well I think they submitted it to flipcode too.

Well done I say to them, I know how hard it is to make something decent as a hobby.

Also are they entering it for the AGDC award for Best Unsigned Game or not?

Submitted by noreha on Fri, 01/11/02 - 8:06 PM Permalink

no we re not putting it in for the best unsigned game at the agdc...would like to, but it really isn't anywhere near completion yet, and only a month to go until the conference, we would be struggling. two guys on the team are about to start their uni exams, so the amount of time required is greater than the amount of time allowed. phew a long sentence there! i would like to thank souri for putting the "news" up on the page, it was a shock to see it as the lead news item the other day, very cool stuff.

Submitted by Daemin on Fri, 01/11/02 - 10:41 PM Permalink

Erg, well I'm doing a game for that conference, only started a month ago, and I got exams in a week. Ahh the joys of a game developers crunch time schedule :)

IMO you guys should try and enter, even if its a playable demo then its still cool enough.

Oh well, maybe next year I take it?

Submitted by souri on Sat, 02/11/02 - 11:31 AM Permalink

Cool demo.. there's some bugs in there, but I'm sure you're aware of them. The car always turns on a dime, no matter how fast you're going, so that kinda affects the gameplay a bit. I'm in the middle of trying to get sponsorships for more webspace, so if that turns out ok, you're free to have the demo mirrored on Sumea if you like.

Submitted by Blitz on Sat, 02/11/02 - 2:01 PM Permalink

The way i understand it you can keep submitting a game for the unsigned game award every year if you want until it gets signed :) So it's probably worth submitting it even if it is far from complete. However, i think you'd be too late now, nominations closed yesterday.
CYer, Blitz

Submitted by Daemin on Sun, 03/11/02 - 12:25 AM Permalink

Well there's nothing stopping you's from submitting it anyways, at least you'll get a reply back saying that its too late, at most you'll be allowed in the nominations.

Submitted by noreha on Sun, 03/11/02 - 9:39 AM Permalink

it would be cool to have it mirrored here...i'll talk to the other fellas aboot it...i did chuck it in the nominations, got it in, doubt we will win but it's there. good luck to all involved, hope to see you at the agdc, might be there all 3 days, don't know yet. yeah we know aboot the physics, kinda the hardest thing for us to get done, none of us are particularly strong in regards to physics. we are looking for some help with it, so if you know anyone that would be fantastic. thanks again

Submitted by noreha on Thu, 05/12/02 - 10:26 AM Permalink

oh yeah idletime did get shortlisted...we won't win but we will be painting melbourne RED, RED I tells ya!!! Hope to see everyone there, and good luck to all invloved

Posted by souri on

Idletime has been developed for about 9 months on and off (work and study take a bit of time). Coded with visual c, idletime uses an oct tree engine, the models can be created in virtually any 3d product (eg. lightwave, 3ds max, maya, milkshape, etc.), maps are created in the worldcraft/hammer editor. It has limited physics and collision detection at the moment.
Rendered with OpenGL
Octree engine
Light maps for the world geomtry
Stencil buffer shadows for the cars
Sphircal environment mapping for cars and world
Motion blur
Quake style console
FMOD for sound and mp3 player
Crappy physics (physics coding was a lot harder then we thought)
6 real cars
3 maps
Game and tools written in VC6
Maps are made with worldcraft/hammer, then lightmap and octree are made with our map compiler
Cars can be made with almost any 3D modeller, then scaled with our "magic" :) car making tool.
Writing a flip code blurb was probably one of the hardest things ;)
There are still a few things to be completed/updated, these include such things as:
Texturing of cars/maps
Map finalisation
Network code
Updated physics/collision detection
Network coding
AI pathing
Car details
Level of detail modelling/code
Normal Mapping
Real Time Cubic Environment mapping
Download in the downloads section (funnily enough) at www.lphpnl.com

Idletime is still a work in progress. One thing we are always having trouble with is textures. Our team only has two modelers and one coder (with some help from our friends). We all hate it when there is a cool IOTD and you can't download it and play with it your self. So you can all come to our site and download it. You can even drop into our forum and tell us what you think or don't think

Please feel free to email us with ANY questions or critisisms, we want as much feedback as possible If you would like to bag the artwork, get onto lucas_wallis@hotmail.com or blackmans@ncable.net.au, If you feel that the programming could do with a bit of a beefing up then email mick at myoung@qonline.com.au


Submitted by Daemin on Thu, 31/10/02 - 3:25 AM Permalink

Did you grab this from Flipcode.com Image Of The Day Gallery by any chance?

Submitted by Daemin on Fri, 01/11/02 - 8:26 AM Permalink

Cool, well I think they submitted it to flipcode too.

Well done I say to them, I know how hard it is to make something decent as a hobby.

Also are they entering it for the AGDC award for Best Unsigned Game or not?

Submitted by noreha on Fri, 01/11/02 - 8:06 PM Permalink

no we re not putting it in for the best unsigned game at the agdc...would like to, but it really isn't anywhere near completion yet, and only a month to go until the conference, we would be struggling. two guys on the team are about to start their uni exams, so the amount of time required is greater than the amount of time allowed. phew a long sentence there! i would like to thank souri for putting the "news" up on the page, it was a shock to see it as the lead news item the other day, very cool stuff.

Submitted by Daemin on Fri, 01/11/02 - 10:41 PM Permalink

Erg, well I'm doing a game for that conference, only started a month ago, and I got exams in a week. Ahh the joys of a game developers crunch time schedule :)

IMO you guys should try and enter, even if its a playable demo then its still cool enough.

Oh well, maybe next year I take it?

Submitted by souri on Sat, 02/11/02 - 11:31 AM Permalink

Cool demo.. there's some bugs in there, but I'm sure you're aware of them. The car always turns on a dime, no matter how fast you're going, so that kinda affects the gameplay a bit. I'm in the middle of trying to get sponsorships for more webspace, so if that turns out ok, you're free to have the demo mirrored on Sumea if you like.

Submitted by Blitz on Sat, 02/11/02 - 2:01 PM Permalink

The way i understand it you can keep submitting a game for the unsigned game award every year if you want until it gets signed :) So it's probably worth submitting it even if it is far from complete. However, i think you'd be too late now, nominations closed yesterday.
CYer, Blitz

Submitted by Daemin on Sun, 03/11/02 - 12:25 AM Permalink

Well there's nothing stopping you's from submitting it anyways, at least you'll get a reply back saying that its too late, at most you'll be allowed in the nominations.

Submitted by noreha on Sun, 03/11/02 - 9:39 AM Permalink

it would be cool to have it mirrored here...i'll talk to the other fellas aboot it...i did chuck it in the nominations, got it in, doubt we will win but it's there. good luck to all involved, hope to see you at the agdc, might be there all 3 days, don't know yet. yeah we know aboot the physics, kinda the hardest thing for us to get done, none of us are particularly strong in regards to physics. we are looking for some help with it, so if you know anyone that would be fantastic. thanks again

Submitted by noreha on Thu, 05/12/02 - 10:26 AM Permalink

oh yeah idletime did get shortlisted...we won't win but we will be painting melbourne RED, RED I tells ya!!! Hope to see everyone there, and good luck to all invloved