Has one of those great modelling sessions tonight, another character finished…. two and a half to go!
Has one of those great modelling sessions tonight, another character finished…. two and a half to go!
Adding to Dirchie Kart’s roster of characters I present Captain Stabbin!
If the lead player has an insurmountable lead at the start of the last round “Winner Takes It All” is automatically invoked.
Here are the fruits of yesterday and this mornings labour, a new car to drive for advanced racers. It’s weaker than the other cars but has more boost, should add some interesting stuff to the mix.
Saw this poster on the awesome 4CR blog this morning, some awesome graphic design. I’ve been looking at a bit more graphic design lately, gathering ideas for Dirchie Kart tracks and decorations.
This one reminded me of my Clam Jousting game concept from a few years ago, seriously thinking of picking this up for my next project. A nice concise little project after the long drawn-out development of Dichie Kart.
I’ve pretty much finalised all the track asset formats now so I’ve started creating some finished graphics for some of the tracks, in the shots above you can see the new sky dome/horizon model as well as an example of some track decoration models.
This track still needs some trees and fencing but it feels good to finally start realising some of my original vision.
Here’s a shot of BrownBot’s new splash screen, still needs a bit more line work to bring it in-line with the other splash screens style but I think the rough cell shading base rendered off the original model came up nicely.
Had a great session on the Wacom this arvo, adding some pigtails to Ms Hot Dirchie and masking her colours off in preparation for her introduction as a playable character. Still need a hot model for in game but the splash screen came up awesome.
This isn’t actually today’s work, but some screen grabs I sent to the work guys a few weeks ago. “Rim It” is the first original track I’ve created, you race around the rim of a monster in the desert (very similar to a certain Starwars desert dwelling monster).
Today I spent testing out how much detail I can put into the levels and still have them playable in 4 player split screen.
The answer is a fair bit, but less is best to keep the frame rate up, I have a hunch if I re-jigger the viewport rendering so each object is loaded and then each viewport is rendered rather than each viewport individually I’ll get a big speed increase… but that’s going to take a lot of work!
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