Title

Sunday, November 21, 2010
Summary
I really enjoyed creating my own level, modelling and texturing objects, fitting them in, and putting details in to my level, as well as the particle effects, lighting and skybox, all designed and created by me. The effort and obsession that goes into getting the placement of objects, and details in the surrounding environment is both exhausting and fulfilling. things can look out of place, or dodgy if you dont put effort into the details around them and their placement. particle effects have to be accounted for in your design, such as in my desert level, I put sand piled up behind objects, just like it would realistically be. Researching the environment can yield some amazing finds, from concept art, to incredible photos. It would have been amazing to have a year or two to really get into the design and keep working on it until it becomes amazing, with heaps of effort put into the design, and creation of objects and textures, as well as enlarging, and expanding upon the level itself.
Hopefully in the future, I will remember the design process that went into this level. Hopefully this will help me design levels if I need to.
This has been my reflection, my last look at my process, now that everything is done, it has been a wonderful experience.
Hopefully in the future, I will remember the design process that went into this level. Hopefully this will help me design levels if I need to.
This has been my reflection, my last look at my process, now that everything is done, it has been a wonderful experience.
Ive been looking at the idea of VR, and thinking about the controls in more detail, the suit would really only need hands and feet, to control driving, shooting or secondary weapons. They would work via some kind of motion sensor, and this would affect anything that the projected limb collided with, also rendering them in 3d, visible to the player, through their visor. The visor would change direction of view according to head movement, and relay sound to the player via a headset.
Saturday, November 20, 2010
Friday, November 19, 2010

Monday, November 8, 2010
ASSET LIST
Terrain
Sand Texture (desert and top of mesa)
Cliff Texture (sides of mesa)
Dirt road Texure (Dirt road)
Start/Finish line Texture
Dust particle effect
Cacti
Cacti Texture
Broken fence
Broken fence texture
Concrete Block
Concrete Block texture
Old tire
Old tire texture
Rocks (multiple)
Rock textures (multiple)
Shack/Wooden cover
Shack/Wooden cover texture
Terrain
Sand Texture (desert and top of mesa)
Cliff Texture (sides of mesa)
Dirt road Texure (Dirt road)
Start/Finish line Texture
Dust particle effect
Cacti
Cacti Texture
Broken fence
Broken fence texture
Concrete Block
Concrete Block texture
Old tire
Old tire texture
Rocks (multiple)
Rock textures (multiple)
Shack/Wooden cover
Shack/Wooden cover texture
GUI design
This is my concept for the GUI, I think it would work well, its simple, easy to understand, yet has all the information needed, and has simple art in it too.
Wednesday, November 3, 2010
GUI design
The GUI should be simple and easy to understand, but at the same time be attractive and not boring. It needs a health or armour bar, possibly both, and a power bar. But at the same time, all the things needed for a racing game, speed, nitro stocks, position and map. On top of that, a bar showing available abilities, and uses remaining. Unfortunately all his makes it rather complex, i'll have to think about it and draw it up later.
Details
I have been thinking about the gameplay, my basic idea, a battle race, team-based game sounds awesome, but I really havent gone into much detail. I think that the races should lastquite a while, possibly 15 laps - 50, and the amount of special weapons and durability of the craft would perhaps be increased to accomodate for the increased length of the race. The racers should also be able to leave the track, therefore the inclusion of ramps and shortcuts is a possibility. a full race, even with just 2 vehicles would require 6 people, so ai should also be considered, and whether vehicles respawn, are destroyed for good, or simply get slower and weaker until a limit is reached is also an important decision.
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