Mad Dirchie Splash
While I’m waiting for my machines to catch up I thought I’d blog this little doodle from the other night, each character/head type has 3 main art assets, the model …
While I’m waiting for my machines to catch up I thought I’d blog this little doodle from the other night, each character/head type has 3 main art assets, the model …
Over the weekend I took some time to start replacing some of the placeholder graphics for the base Dirchie and Cadillac models. You can see in the screenshot that I’ve …
With getting up extra early today I finally managed to find some time to sit down for a session with 3DS Max 2010. This is the result, obviously not textured …
Here’s some in game shots of the complete Rim It track, I’m pretty happy with it seeing it’s my first attempt, best of all it has set a strong visual …
Here’s a progress shot of the Rim It track model, it’s more Sarlacc pit and less anus now, perhaps too much… it’s a fine balance.
It’s early days yet but I started roughing out the first original track for Dirchie Kart this afternoon, it’s a slippery circular track called “Rim It”. That pouting thing in …
Without realising it I spent most of the weekend working on Dirchie Kart, Thursday and Friday afternoons were short but fruitful code sessions on my new “Ghost racer based best …
I achieved one more step along the path to Dirchie AI nirvana this afternoon by implementing a time trial mode with a recorded ghost of your last best lap. I …
Inspired by the dodgie movie Death Race which I watch on the flight back the other week, I’ve re-jiggered the mechanics in the game. Each kart has a health meter …
For the first time in quite a while I sat down with my Wacom table and knocked out some art. She’s only line work and blocked in colour so far …