Improving the track visuals
I am still in the process of updating the visuals of the game by modeling more low poly content. I am looking forward to focusing on game mechanics again soon but I do have my reasons for modeling content: First of all, I want the game to be as attractive as I can make it early on to build an interest and attract potential future players. Marketing has always been my downfall and I think exposure is one of the most difficult tasks when it comes to developing and publishing your own game. I am hoping that enough people find the game looking interesting enough to stick around or, better yet, tell their friends about it so it's not total silence the day I launch the game.
Other reasons for adding content is to establish the art style of the game and also for performance testing. I am going for a low-poly look but with the amount of objects in the scene, most of them with mesh colliders and rigidbody components added to them, I have to keep a careful watch on performance. I also use real-time shadows so getting at least one race track to the state of looking similar to what the final game will look like is beneficial to maintain decent performance.
Here's a short animation of what the content I have been creating the past week looks like in action.
The game camera view will be top-down isometric but along the track I will place press photographers and TV-crew with film cameras and they will stay active while you race publishing views as they see it from the track to a steady feed on the Internet for others to watch!
That's Racing
Top-down isometric car racing
More posts
- Volatile PhysicsJul 17, 2018
- Low Poly StonesJul 13, 2018
- More low poly contentJul 10, 2018
- Low Poly TreesJul 05, 2018
- Damage ModelJun 16, 2018
- Time Scale Increase to 150%Jun 13, 2018
- Engine AudioJun 12, 2018
- Driver NavMeshAgent & Enter Car AnimationJun 07, 2018
- Ragdoll Knockdown GetupJun 05, 2018
Leave a comment
Log in with itch.io to leave a comment.