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the making of...the place to be - part2
The big difference with a traditional
racing game was that you couldnt touch the floor or the walls.
I wanted to create some narrow streets were you had to dodge
objects fast and carefully.
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This is where i started. You can see the
starting "tube" and some walls that i was going
to use as instances to build the map faster.
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ok this is
a mess!! but It was enough to test my racing circuit.
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I cleaned
it and here is the result. I also used object instances
and only made original objects when needed. |
Then i had to add textures. i could have used
the same one as in the other map, the futuristic weird texture
but it didn´t look good. Why not use vertex paint? I used
it for the collectable balls so why not for the whole thing?
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So i painted
the whole thing by hand. |
Here i am painting the big rotating
semi-sphere. I used darker colors for the first part of the
map, where you start, and when you go outdoors there are brigther
colors. I tried to simulate real lightning as much as i could
and i like the result. This is the first game i know to use
what i call glow-shading. It
looks like it is glowing, doesnt it?
I was time to add the final touches.
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This is the
main game logic. I basically use lot of empty objects and
send them messages when i need them to perform an action. |
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I had problems
with collision detection so Ii created this collision detection
sand box where i could test it properly. |
Then i added the explosions and
of course sound for that explosions.
after all this the game was almost finished,
i only had to paint the first map i had, the one with only 1
texture but instead of painting it with blue and purple colors
i decided to paint it like this:
When i finished this 2 versions, the free flying
level and the race circuit, i released the game to the world.
But people didnt know that i was prepairing 10 more levels....
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