Week 6
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This week has not been all that different from the previous weeks. Last weeks post included a picture of a track that I explained was going to be scrapped/remade. These are screenshots of the track as it is in engine when I tested it. Some issues were encountered with the spiral and the sloped curves as the ship started pulling back and forth, we suspected this would because of the collision plane. As a result I have recently remade the collision track with 2-3 times more geometry and the curved tracks were also remade with more geometry to make the curves smoother. The ”remade” version has not yet been put into and tested in unity, that is, however the next step. In these pictures, part of the track is below the ground, this was done for testing purposes to see how high up the loop is going to reach. The idea with the lower area that is currently under the ground, is to have it drop into a pit which will be filled with trash, giving more variety to the scenery. As uninteresting as it may be, here is a look at the remade version in 3dsmax since it’s the only way for me to show it: The curves and slopes have been changed slightly to make them smoother to drive across, hopefully this will also translate when I test it out in the game. The idea behind the slopes is to shield the players vision from the horizon in some parts of the track. Just seeing a straight line start to end looks dull, just adding some slopes to a straight area makes it feel like there is more going on in the track then there actually is. The slopes also make the swapping mechanic more important, in a downward slope, the upper track will give the player better vision of whats to come, and the opposite applies in an upward slope.
One lap around the track with no boosters/obstacles placed out took 1 minute and 30 seconds, which is a decent enough time that allows for 2-3 laps around the track. I will probably add more gaps in the tracks as well to force the players to swap between the tracks more frequently.
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