Hi,
This is my first forum post yay, I’ve been hanging around in #unity3d for a while.
I’m working on an arcade themed racing game.
I thought it would be cool to share my progress with you guys as I love lurking in the WIP threads myself.
I will give a small summary of what I have done so far and followup with new posts as I go.
Inspired by games like Motoracer and Need For Speed High Stakes which I still occasionally play up till today
I started playing with the wheelcollider ridgidbodies in Unity3d.
What probably took the longest to realize is that you should never override the position or rotation of rigidbodies and should
use forces instead. Overriding the rotation looked good until I you collided with walls … then it just exploded.
This went on for a few months
People seemed to like it, jumping over things and playing destruction derby with motorcycles (not my intention however).
Around this time I decided to try indie development, do this fulltime. Also because I wanted to learn and work with Unity3d in the future.
Started working toward a demo
In the demo you raced the top 5 players. I uploaded their replays to the cloud (Parse) after each race.
I’ve send it to ~20 of my friends. I got alot of feedback from that demo,
basically saying that the controls sucked :sad: (at least they were honest)
So I set out to fix that, it will be an ongoing task. I made some graphs to understand the problem better
Inspired by Crashday I wanted to do tile based level design. As a programmer I though this was going to be efficient and easy to make content for + editor would be a nice bonus.
Inspired by Crashdays level editor.
I long thought this was the way to go … but I have dropped this now:
- It resembles Trackmania too much
- Games like MotoRacer and NFS4HS have very curvy levels with lots of elevation. This is what makes them fun.
- All levels would have been very similar.
I really liked this technique but doesn’t fit the style of game I want to make.
So I set out to use splines based roads
The new plan is spline roads + unity build-in terrain.
I made a custom terrain shader as the terrain is now going to be a big part of how the game looks.
Left is default blending, right is blending based on a heightmap in each textures alpha channel.
I also made custom ambient lighting in the shader taking into account the sky color and added a fresnell rim effect.
I made tunnels using alpha channel in terrain and a trigger that disables terrain collision.
It works, only the shadows are messed up a bit. Not sure If I will use this, could just make the tunnels on top of the terrain instead.
I created splitscreen mode and a virtual audio system to handle sound for each camera
Bought DiakonForge gui and got carried away, so easy (not sure if this design will be used)
I made a facebook page (my attempt at marketing early )
facebook
In the meanwhile I’m getting comfortable with Blender3D.
Up till now most models I made in it have been placeholder.
So this is what I’m doing now:
Next up is getting it to work with mecanim and maybe with Final IK ?
And work toward a new demo!