Week 4-5In a nutshell: a LOT of progress with the track editor, and a lot of back-and-forths with the environment art.
Track EditorIn the last update I wrote about some issues we had during playtests, and assumed that we had to "find the good balance between constaints and freedom of creation".
With this goal in mind, we added 2 major features in the editor so far:
- Snap the edition points to a grid
- Display a preview of the track inside the editor
We also greatly improved the tangents computation to create valid turns and ease the creation of straight lines.
And actually, it works very well! It feels like we've finally reached this accessibility breakthrough we've been after for weeks. The snap-to-grid and the improved tangents computation automatically prevents most "bad cases" from happening (like overly tight curves or overlaping tracks sections). And the track preview gives a better insight of the final result, along with the opportunity to fix potential gameplay issues beforehand.
BackgroundWe spent the last 2 weeks learning about Unity graphic features and trying out different settings and tools from the assets store. Some of the results can be seen in my previous posts. We are still not 100% happy with the result, so we'll keep working on it. Actually this takes much more time that we had planned.
HUDHere is a first attempt at trying to make the HUD look nice. Nothing fancy just trying to make something discreet and pretty
Next steps:I will just update the previous next steps since they are not totally complete yet:
- Make the background beautiful => WIP
- Make the HUD and menus beautiful => the HUD is DONE but the menus need some love
- More contraints in the track edition => DONE
- Ship controls still need more depth => still to be done