Sunday, April 26, 2015
Zero Gear
Zero Gear takes a bunch of players, sticks them into customizable characters, then jams those into little customizable karts. Then it shakes the entire bowl upside down right into a level running one of many mini games.
The garage is your sweet quiet home away from the competition. Here you can spend hours picking the best combinations of characters, hats, accessories, as well as karts and wheels. The tweaking doesnt stop there either, each custom item sports up to 4 customizable colors. We want to make sure you get the pinstripe on that tire just the right shade of green.
Zero Gear utilizes a versatile scripting system to define every game mode, which means we (and hopefully others) are constantly coming up with new modes of play. Here are some of our favorites so far:
* Race - the old classic, first one to the finish line wins
* Tag - become "it" and then avoid everyone else as you rack up your score
* Target - try to jump your kart into one of the multiple targets for the most points
* Goal - 2 teams face off to try and knock the game object into the other teams goal
Available in most game modes are weapons to grab and shake things up a bit. All of the weapons in Zero Gear are physically based, which means they shoot, drop, tumble, spin and careen to react with everything in the game world. Here are a few that we have cooked up:
* Punching Glove - POW! right in the kisser! send people flying!
* Ice Cube - getting locked in ice ought to cool you down.
* Sea Mine - this puppy is packing a lot of explosives, better give it a wide berth.
* Twister - this wandering monster likes to suck things up into its swirling vortex.
* L.U.V. BOT - a well intentioned robot that is programmed to love. Will you be in each others arms?
* Repulsor - science has produced many terrifying inventions, and this is one of them.
* Spring - into action with this kinetically charged vertical enhancer.
system requirements:
Pentium 4 2 GHz, 1 GB RAM, graphic card 64 MB, 500 MB HDD, Windows XP/Vista/7.
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