The future of our game
Art
To have a strong art style that makes it stand out but not too far out that it conflicts with the feeling of the gameplay. With a clear and accurate setting of the 18th century but still wild and strange to be enjoyable and chaotic when playing. This should be mostly possible with adding a pixelate filter over the game's camera. Show everything like it was blocky and pixelated. But it also depends on the color palette of the environments to also conflict with the palette of the player's car and the target “time fragmenting” models.
Working on objects in low poly was a bit of a challenge. Trying to make sure that there were not too many polys on the object as well as the item doesn’t look too smooth compared to the rest of the game world. Working with my art partner was great, allowing us to work off each other passing our ideas between each other. Working on the car worked perfectly. As a “placeholder” I built a simple box car. Afterward I worked on making concept art of different designs. In the end my idea was picked and using the idea of placing jet engines on and truck exhaust on a Subaru Impreza, the car came to life. Placing it in the game looked great but my partner asked if I could make it have less polys. With a little help he showed me how to do it and the car looked better now.
Code
For future design we would like to code a shader that displays smoke, so that when the car is driving, smoke can pour out of the car's exhaust. We would also like a fire shader to display fire and smoke when the car hits the speed boost, to show to the player that the car is going fast.
We would also like to have many interesting and wacky things going on such as the targets flying into the sky when hit with some explosion sound to really let the player know they've done something. We want to add more power ups to the game, smoothen out the movement control, allow players to do some customization, code new types of enemies and allow the car to better interact with the world for example hitting and knocking over lamp posts or sound when driving through shrubs.
Design
For the future design we like to focus the game on being a quick wacky world experience. Driving your car while avoiding busy streets. A hard yet quick to master experience where the player will learn to flow through the crowded streets. The targets of the game will also be very well highlighted as well as feel very satisfying to interact with. The sky and area around the map will be in a kind of time vortex that only those out of their own times can see. The Victorian style of the map will be complete and immersive. It will be a copy of the streets of London, for the lighting around the map we think it could be great to make a hard mode where the map is at night so it's very hard to see all the people walking around. The low poly art style creates a unique appearance to this Victorian adventure.
Get Driving In Time
Driving In Time
driving through the 1880s and trying to get back to present day
Status | In development |
Authors | Tactical Potatoes, C18308816, Marcus Gleeson, Cian_industries, john heaphey |
Genre | Racing, Adventure |
Tags | Driving, Singleplayer |
More posts
- Expected release?May 02, 2022
- Been a while since last DevlogApr 27, 2022
- NPC RagdolsFeb 07, 2022
- New Massive buildingDec 11, 2021
- Driving in Time: soundsDec 02, 2021
- Prototype ResponseDec 02, 2021
- Update to prototype 23/11/21Dec 02, 2021
- Fragmenting target modelsDec 02, 2021
- Tell us what you think of our map layout 19/11/2021Dec 02, 2021
Comments
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Will pidgeon-man show up as character walking around?