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.
Friday, May 2, 2014
Friday, April 25, 2014
An opponent! At last, someone to race against- the enemy driver AI is at a pretty early stage now, so he only makes it through the course about 60% of the time, but it's a start!
I've started rethinking the whole idea of the lances- there's no practical way to drive a vehicle and aim them, and having them target things automatically doesn't feel very rewarding at this early stage. If your Aerogyre (that's what I'm calling the vehicles) is traveling fast enough to be fun, picking up power-ups with the lance is too quick to notice. Also, using your lance against an opponent means he's past you before you really get to see the results, which doesn't merge well with a racing game.
I've started rethinking the whole idea of the lances- there's no practical way to drive a vehicle and aim them, and having them target things automatically doesn't feel very rewarding at this early stage. If your Aerogyre (that's what I'm calling the vehicles) is traveling fast enough to be fun, picking up power-ups with the lance is too quick to notice. Also, using your lance against an opponent means he's past you before you really get to see the results, which doesn't merge well with a racing game.
Tuesday, April 22, 2014
An incremental update- I did some work on detailing part of the terrain, fine tuned a few things on the course and started a rudimentary targeting system. I'm pretty happy with how its' all coming along.
I also want to drop a link to Scrawk, whose scrawkblog generously provided the code and examples for the ocean water I'm using. It's based on Fourier Transforms, which might as well be ancient Sumerian magic. Still, it's phenomenal, and Scrawk is incredibly generous to publish it for free.
Next steps- more detailing, more with targeting, and I may try to put in someone to race against finally!
I also want to drop a link to Scrawk, whose scrawkblog generously provided the code and examples for the ocean water I'm using. It's based on Fourier Transforms, which might as well be ancient Sumerian magic. Still, it's phenomenal, and Scrawk is incredibly generous to publish it for free.
Next steps- more detailing, more with targeting, and I may try to put in someone to race against finally!
Monday, April 21, 2014
Hey, I came up with a logo I think will work for now! I'm going to pretend someone actually reads this and ask for your thoughts on it!
Friday, April 18, 2014
So for starters, here's a link to one of the Unity projects I have underway- a Dieselpunk Racing/Jousting game- although right now there's no one to race against and nothing to hit with your lance. So basically you get to hover around banging into things.
For lack of a decent name, I'm calling it Aerolancer for now
Let me know in the comments what you think- it's early in the development, but I think it's starting to get a pretty good feel.
Oh, and the music is by Chinese Man
For lack of a decent name, I'm calling it Aerolancer for now
Let me know in the comments what you think- it's early in the development, but I think it's starting to get a pretty good feel.
Oh, and the music is by Chinese Man
Thursday, April 17, 2014
An Introduction:
Welcome to the very first post on the Gritty Reboot blog- we're planning some great things over the next few months! We have a few game prototypes under development and a bunch more in the early planning stages. Right now we're trying to map out the best strategy for our future, but along the way we'll try to offer some sneak peeks and demos of the things we're working on.
Thanks, and stay tuned!
Welcome to the very first post on the Gritty Reboot blog- we're planning some great things over the next few months! We have a few game prototypes under development and a bunch more in the early planning stages. Right now we're trying to map out the best strategy for our future, but along the way we'll try to offer some sneak peeks and demos of the things we're working on.
Thanks, and stay tuned!
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