Zero Gear beta 1.0.1.3 Live on Steam!

A new version of the Zero Gear beta is live on Steam, go check it out!

1.0.1.3 Change Log

* New Target mode map: PACHINKO!!!
* Experimental gamepad support, only tested with the 360 controller so far, please give feedback!
* Fixed the checkpoint random reset bug, you should no longer be reset while going through the correct checkpoint
* Stunt tracking added, you will gain boost after a sound and particle effect fire off after performing a barrel roll or flip
* Air steer force increased so it is easier to do rad stunts
* Pressing Apply in settings will now close the settings GUI
* Added a button to reset controls to default in settings GUI
* Servers in your country are specially indicated
* Removed ability to color player names so the names are colored according to teams in Goal mode (server names can still be colored)

New Map Teaser, Status Update

Hey guys, I hope you will forgive us for a few missed IKWYDLW posts! We have been extremely busy fixing and fiddling with the Zero Gear Beta to try and get a new build out once a week. So far we have been able to make a lot of fixes and slight changes from feedback to the game thanks to over 50,000 people that have signed up for the beta! We are getting closer to a release version of Zero Gear with every new beta build.

One of the things that will be in the next build is a new target mode pachinko map, I have taken a short clip to showcase it:

Stay tuned for more breaking Zero Gear news!

Small update, Zero Gear 1.0.1.2 live on Steam

Just a few errors from yesterdays build to correct, and a few other things thrown in. Version 1.0.1.2 is now live on Steam.

1.0.1.2 Change Log

* The game will no longer throw error: “OGRE EXCEPTION(10:MyGUIException): ComboBox::setIndexSelected : index number 8 out of range [8]” if the min players is set to 8 in the server settings file
* The game will no longer throw error: “RaceServer.lua: 1042″ when resetting at the start of a race map
* Quick Play now defaults to 4 min players and a random map order
* New default camera angle in the garage
* Added another checkpoint towards the end of Chill Mountain
* Red arrow point loss rate decreased from once every 2 seconds to once every 3 seconds, this means you lose less points while in red mode
* Point loss particle effects in tag now show the correct points lost
* Client and server log files added to error report in case of a crash

Zero Gear beta 1.0.1.1 Live on Steam

Another week, another fresh build of Zero Gear on steam to play with! If you haven’t checked out our beta yet - you can grab a key here and start playing! Also, help show your support by joining our steam group!

1.0.1.1 Change Log

* 65 MS of lag removed
* Increased the network sync time to 30 times a second from 20
* Quick play button added to the main menu which will join the best server or start a local server if there aren’t any good servers to join
* Reverse speed increased slightly
* Soccer ball tweaked so it is easier to hit around
* Player karts colored based on their team in Goal mode
* Tag rules modified
* Spring and punch strength increased slightly
* Punchbowl tag map reduced in size and other tweaks
* Some trees removed from downhill part of Chill Mountain
* Min players now defaults to 4 instead of 0
* The score now sorts correctly in Target mode
* Significantly improved the performance of the collision detection code when there are many objects in the world
* Bandwidth usage improved now as time shift wasn’t enabled in the last build (oops)
* Going in reverse at the start of Chill Mountain will no longer cause the player to get stuck at the starting line
* The number of bots can be adjusted during play by changing the minimum number of players in the server manager GUI
* The maximum number of player will not be exceeded on a server anymore
* The player list in the server manager GUI now updates correctly when people leaving/join the server
* Pressing connect at the server browser when no server is selected no longer tries to join a local server
* Mouse sensitivity slider added to settings
* New “auto” mouse look mode added as default, the old mode can be enabled in the settings if desired
* Bots ping times in the roster GUI are now listed as “BOT” instead of the real ping time
* Players in result GUI no longer display above other GUIs in Goal and Tag mode
* Kicked players now go back to the main menu after being kicked
* Players with names longer than 32 character no longer cause the server to throw an error
* Exit removed from the key binding list in settings
* XPadder profile added to the Assets directory for the PC XBox 360 controller

Zero Gear beta 1.0.1.0 live on Steam

4 days after our beta went live we have a new update for everyone! Here is the changes:

1.0.1.0 Change Log

* Kart physics modified, the kart is much heavier now as well as other subtle tweaks
* Air steering is now only engaged by pressing the steer direction after leaving the ground
* Some maps updated to work better with new kart physics
* Camera adjustments, closer to kart, fixed distance, crosshair added to aim mode
* Ice cube will not ice the player who dropped it behind them when it obviously shouldn’t
* Win score changed from 500 to 400 in Tag mode
* All players given springs in Target mode and bumpers removed until they are functional again
* Soccer ball/hockey puck larger and easier to hit
* Country code added to the server browser so you can see how close a server is to you
* Rank sorted correctly in the server browser now
* Setting added to enable the screen blur effect on boost as some players were reporting problems
* The game responds to input correctly after closing the settings or server GUI while in game
* The map change timer works correctly in the server settings GUI
* Map name and server name added to the player roster GUI
* Laps/Place GUI is now visible in spectator mode
* The goal GUI now tells the user which goal they need to shoot the ball/puck into
* The signal GUI will warn the user if they connect to a server with a very large ping
* Upon pressing the reset key, a GUI pops up to notify the user they will soon be reset
* GUI is now visible in Skate
* Newb loading screen key layout image simplified
* Music updated and Hyperduck accessory added (quack quack!!)
* Sound errors no longer print out to the log which seems to prevent the game from slowing down over time
* Bug in sound priority system fixed which should prevent more important sounds (music, engine noises, etc) from cutting out on some sound cards
* Fixed the “Failed to find receive data peer” bug that happened sometimes after exiting the game and starting it again quickly

Go check it out!

Official Zero Gear Trailer and Beta Signups!

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Here it is! The post you have been waiting for! Today we are officially unveiling the Zero Gear Trailer, and opening Zero Gear beta signups! Here is our hard hitting trailer:


Now Go Get Some Beta Keys!

Zero Gear Official Soundtrack by HyperDuck!

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We are pleased to announce that the very groovy chaps over at HyperDuck music studios are producing the official soundtrack for Zero Gear. Their bouncing, pounding, surging and chirping tunes will be assisting you in your physical mischief in game. Here is a sample from their work, Zero Gear’s main menu track:

Zero Gear OST Sample
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Make sure you stay tuned for a very big update tomorrow, you are not going to want to miss it if you have been following the game and yearning for a chance to play!

New Zero Gear Screens

I took a lot of new screenshots over the last few days, the ones we currently have up on the Zero Gear site are really old so I wanted to put up some that reflected the current state of the game. You can view them on MyZeroGear.com’s media page!

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Zero Gear Map Gallery

We recently got the 12th and last map before release put into the game. It is a little hard to appreciate how many maps we have made over the last 2 years, so I decided to put them all together in one graphic for visualization. Hopefully you will all be exploring them soon. We can’t wait to add even more maps and game modes after release!



Zero Gear Race Mode Playtest Footage

Here are a few clips from some playtesting of the race game mode that we had the other day. There are some new features in these clips, including mouse looking/aiming and hopping. The other major change to race mode has been our experimentation with awarding boost to the players, which has increased the fun factor by keeping players close enough together to use Zero Gear’s unique brand of close and personal physical weapons.

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