Devlog #4: Production phase


Introduction

Welcome back to our weekly devlog. We were finally cleared and we've completed the first week of our game's Production Sprint!

This week we started from scratch and started on the most important parts of the game. Artists worked on the models for the environment, players and abilities and UI design, while the programmers have started on the basic mechanics needed for a playable first phase.

Art development

Our artists have made the first batch of models for the environment. This includes the table needed as a base to drive and spawn points. There's been a few little changes to the design of the table based on our playtesting, e.g. borders around the holes.

Ability spawn point // In-engine capture of the textured table model along with the surrounding props

Along with that, the first car has been made along with the ability sets. We will first get the ability models to work for one type of car and then add them to other types of car designs in the coming weeks.

Barrel and mines ability // First car with Battering ram ability

Finally, designs for the menus are in the works. Have a look at this preview of the main menu animation, game selection menu and the draft sketches for the menu animation:

Game selection menu // Main menu animation draft sketches

More car models, environment props and HUD elements to come! Sounds will be included in the project soon!


Programming development

To start off the programming section, we can show you the controls to our game: 


For the car, the programmers created the prefab and script of the car. They also did tasks like movement, collision and took care of the Impact Multiplier.

For the level, a deadzone was created, (when cars hit that, the car respawns) 

The movement was based on realistic car movement with some alterations so it would fit a game like ours. It accelerates in speed at a high pace, its steering is relative to the current speed of the car. When you don't accelerate, it slowly rolls out, which is slower than braking.

As for collision, it's still somewhat basic collision, its knockback is relative to the speed of the cars.


Next week

  • We'll be adding a second car type and make sure all the ability meshes still work for this type,
  • Props/hinderances on the table have the highest priority for environments modeling,
  • A start on the VFX

Get C.A.R - Car Arena Rumble

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