Handling and direction
Recently I redid the car handling. This went hand in hand with where I think the game needs and I want it to go. A lot of naval gazing and seeing where my natural interests lie and that is in 1970's existential car chase films. The new car model has a realistic wheelspin mechanic, tyre deformations, weight distribution and more efficient workings. I plan to make the car handling fun but also detailed enough to give thrilling and varied situations. The game is still top down but it needs to be realistic to create the exciting car chases from films such as Vanishing Point, Dirty Mary Crazy Larry, Smokey and the Bandit and Two Lane Blacktop.
Trial and error will inform the future direction of where the game play actually takes us. I want to have chase levels, race, cruising, and maybe collection of resources. The end game will bear more resemblance to a film than a straight up game within reason.
I have reworked the car visuals now using Blockbench which suits my simple nature. It means I can model simple cars and paint them in the programme. As the game is fairly pixelly it makes designing easy as the car textures are maybe only 16x16. I am working in a system where doors, bonnet, boot open, windows can smash as can lights and wheels can fall off or develop worrying wobbles. Mesh deformation and dirt buildup should add to an involving game situation.
Immediate future plans are to keep working on the car handling, car visuals and detailing as just mentioned, weather affecting handling of car, VFX for dust, spray, smoke etc then I'll get around to actually making a game...
SF Racing
Top down driving game
Status | In development |
Author | henners999 |
Genre | Racing |
More posts
- Changing tackJul 17, 2024
- Re-workingsApr 08, 2024
- EditorMar 04, 2024
- AIFeb 22, 2024
- 1st devlogFeb 16, 2024
Leave a comment
Log in with itch.io to leave a comment.