New Game FUEL'ing Its Way to the Mac
8:55 AM | Andy Largent | Comment on this story
VoodooExtreme has a posted a new development update on a water racing game called FUEL, which has been announced as coming to the Mac. The title was previously called Everglade Rush (but changed for legal reasons), and it was one of the original GeForce 3 launch games which will take advantage of this new powerful graphics card. The current screen shots are quite impressive, but even more exciting is the wish of Firetoad Software to develop a Mac version. Since FUEL uses cross-platform technologies like OpenGL and OpenAL, such a port shouldn't be too difficult.
FUEL was originally billed as a hovercraft racing game, but now it seems they will be expanding this description as well to cover more water vehicles. With the small selection of Mac racing games available, this is great news. Here's a clip from the latest update:
The game's design has changed to give the player ability to drive over the land, air and water. Players will be able to choose their character, and see / control them as you race. This means also, that you won't be driving 'closed' vehicles anymore, you'll actually see your character that you choose racing, standing up, mouthing off at his opponent etc. Your character will even be able to get out of their vehicle, walk around, and hop in another vehicle. You'll be able to get out of your hovercraft, run over to a parked helicopter, fly around, land, then get in a powerboat and drive off.The OpenAL support means Sound Blaster Live! owners will enjoy the game even more. Check out the official site for more info and an impressive gameplay movie (in Windows Media 7 format). We'll keep you posted as more information on FUEL and it's Mac port as it becomes available.
FUEL Web Site
Programming: 3d positional EAX sound using OpenAL has been implemented, as well as support for Dolby Digital AC3 digital formats into the game. Lots of optimizations on the engine, little graphics features (directional arrows etc.), and streamlining the engine drawing process even faster (gain of yet another 10+ fps). Preliminary work has begun on self casting shadows onto the landscape, as well as onto other objects. Chad's been doing a lot of reorganization of the game code's structure, to support our new type of gameplay, and the reorganization of the editor / directory structures has taken up some time, but is nearly complete. The entire physics engine is being redone from scratch to resolve the collisions in a much better way, and support for all our new vehicle types.
Biz Update: Changed Everglade Rush to FUEL, created movie, and still in talks with some big publishers. Bringing FUEL over to the X-box will very likely happen, due to our familiarity with nVidia hardware, however we are still planning a Mac port as well.
VoodooExtreme FUEL Dev Update
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