A short video documentation of my first driveable prototype! Any and all input welcome. This current project is a blend of off road truck racing mixed with the challenge of arenacross racing. The game is set in a series of 14 indoor and outdoor environment arenas. Four racers compete for progression pickups, time and position, upgrades and customizations, and unlockable content. The racing style is to be a blend of an arcade experience blended with subtle realism, the visual style will be realistic to the real world. Tracks will include jumps/ramps/animated obstacles which can be used to gain position or to reach pickup items. I am (1) week into development and am using Maya, Photoshop and Unity as the primary development tools. I am documenting the entire development process and creating video tutorials for content that could help others learn from this process and help me to learn from my missteps.
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Yes… you’re very right, not much to get hyped over right now. Unfortunately this is a small side effect of me documenting each day of progress no matter how mundane. I am trying to do only one update per day and not present super small details… this would inundate folks with unnecessary updates. Also here on the Unity forums, where most of us are pretty adept users this is no big deal. I put this video out there though to a lot of people who have 0% experience with Unity engine, but might be curious about it. I think it might actually interest these folks, that I was able to prototype something in less than a day and mostly thanks to the ease of this software!
Work in progress on some title menu icons. I created some roughly in Photoshop to make a quick comp (you can see on lower portion of image). Today I took the raster comp into Illustrator and finished up making some vector versions. Maintaining vector file versions is always a good idea depending on what devices and resolutions you might be tackling.
This is the initial truck illustration for the main title menu. The blue truck at the top of the image is the actual vector file that will overlay on the title menu. The red truck on the lower left is the photographic reference, used to basically trace the larger shapes. To the lower right is the Illustrator wireframe of the illustration thus far. The illustration is now about 80% completed.
A near final revision of the main menu title screen. This is the background plate for the main menu. Other elements will be interchangeable elements overlaid in 3d within the Unity game engine. Javascript events will allow all necessary menu and button behaviors, transition sliding, etc.
I’ve completed the modeling of the first driveable vehicle! Now on to texturing! I overshot my 1200 triangle limit by about 30 tris. During alpha I will more than likely be trimming the polygon counts for models and the environments to help with performance, so I’m moving forward.
Started work on the UI elements. Right now it’s a static texture for previsualizing everything. The aspect ratio, screen resolution and pixel placement are all accurate though.
Well I have finally been able to bring this project back to life! I wasn’t able to progress very far earlier last year as my Unityscript knowledge was very lacking. Finally I’m to a point where I can and am developing this project into a game. Here is the latest asset I’ve completed for it!
Second asset finished up today. It’s based on a Chevy Avalanche, but just like the Chevelle, some things in the shape have been changed and all of the identifying logos/emblems removed.
Work in progress of first level in my current Untitled iOS project. The screengrab is from Maya and shows the street layout for a large scale city. I will make use of M2H Culling system to cull most of the world when the player is in a given area. This will allow me to minimize draw calls and only draw a few thousand triangles per view area.
By the way I’ve emailed the staff and asked to have this thread moved to the new WIP section, but I haven’t heard back yet