Tuesday, July 1, 2014

Sorry about the long delay since my last update- I've put "Aerogyre Racing" aside for a few weeks to work on something else pretty special for Gritty Reboot Studios, which I'm not quite ready to share yet.

Stay tuned, though- I'm hoping to have something I can post pretty soon!

Friday, June 6, 2014

Just a few aesthetic changes this week, but they're pretty big ones. First, the new driver is actually driving the Aerogyre now- he's working the pedals as he steers, and I have a placeholder animation running whenever he casts a spell.

Second, I added a reflection shader to the Aerogyre to gloss it up a bit, and created an alpha reflection map. It looks pretty slick now, and (at least on my machine) didn't take much of a performance hit.

Monday, June 2, 2014

I also added a screen-cap tool, which I finished up this morning during my commute to work. It allows me to pause the game and swing the camera around, so I can grab some more varied screen shots. Here's a few I grabbed on my lunch hour today:

Next, I plan to finish up the vehicle with a few last details, get spellcasting animations in, and try to get the track looking a bit better.

Really, I'm just looking for reasons to put off fixing the AI, so that the other racers might actually present a challenge!

Saturday, May 31, 2014

It's been a little while since my last update, but I've added a new vehicle and rider to the game, which took a frustratingly long time to do. My process for getting human figures together starts with MakeHuman, then goes through AC3D and Photoshop to get the textures and UVs right, then to Messiah 5 for rigging and animation before it all gets dropped into Unity. I'm pretty sure it's time to bite the bullet and get a better production path in place.

One big change was enlarging all the vehicles and riders, which has brought the aerogyres up to scale with the scenery, and makes interacting with the other riders more satisfying.

Friday, May 16, 2014

New update to the Demo this morning, as well as a new video posted to the IndieDB page showing the infrastructure for spellcasting in the game. All graphics are placeholders, and the interface for seeing how many motes you have and what each spell will cost needs to be completely overhauled. Still, it gives a pretty good sense of how spells might be used in a race.

Also, I went through the code and replaced some rookie mistakes with much more sophisticated mistakes, which has resulted in a better framerate- which my clunky screen capture software does a very good job of hiding.

I took another stab at lightmapping in Unity, which resulted in much softer shadows and a step towards graphical goodness.

Lastly, I added some basic collision avoidance to the enemy vehicle, resulting in a whopping 70% success rate in completing a lap.

Oh, and the music, since you're asking, is a track called Artichaut by Chinese Man, who in my daydream success scenario would be hired to provide all the music for the game, as well as anything else I ever do, ever.

Saturday, May 10, 2014

I've mocked-up the spellcasting idea, and I think it's going to work. It's a bit clumsy right now- the interface definitely needs work, but the basic idea seems solid.

If you try the demo, the "N" and "M" keys cycle through the three spells you can choose from- the dial in the lower right corner shows how many motes you have (the dial), how many the spell will need (the red band behind the dial) and which spell is ready (the icon in the little window). Pressing the space bar will fire off the spell- right now only the shield and the lightning bolt work, but I can envision lots of possibilities for different spells.

Friday, May 2, 2014

Still chugging along! I've spend the last few days trying to learn a bit more about texturing my terrain, improving the lighting and adding more foliage. I've started messing around with trees as well, but I'm only about a half-hour into that experiment.

I've also done away with lances entirely, in favor of a spellcasting system. There's one "mote condenser" on the course right now- passing through that will increment your moute count, which your rider will draw from to cast spells- think shields, speed boosts, ranged attacks and the like. I'm still working out he interface for spell casting, but overall I think it will be much more satisfying than the whole lance idea.

Oh, and thanks to this thread on the Unity forums, I've started adding animated flags- well, just one so far, but hopefully a few more before long.