Did you play Gran Turismo on PSP? If yes, you may know, that games uses a very simple,
efficient, and acceptable quality anti-aliasing method. What does it do
exactly? It moves the camera in every second frame one pixel right
and up. That's it!
Showing posts with label Unity 3D. Show all posts
Showing posts with label Unity 3D. Show all posts
Wednesday, 15 October 2014
Thursday, 21 August 2014
Double dilemma! Realism or fun? More details or simpler graphics?
As the title says. Double dilemma. What should I do? Make a game which is closer to realistic in term of physics or make it simpler but easier to play. Also what about the graphics? I tried out different approaches for making it nice and cartoonish, but which method is the best? Let's find it out!
Labels:
1976
,
arcade
,
cartoon
,
cel-shaded
,
cel-shading
,
Formula 1
,
Racing
,
realism
,
simulator
,
toon shader
,
Unity 3D
Monday, 11 August 2014
Back from holiday...
I am back from a great holiday, it's time to get back to work on the project... and some other things. But let's talk about the project only. I have a car, a track in progress and a playable private apk file with configurable touch and tilt controls.
What should I improve? Well, the physics are pretty simple now, I need to program the tyre physics into a way more realistic one. Well, by realistic I mean still arcade, but more believable. Once I made burnouts, but it was poorly programmed, I need to upgrade it. It'll be good on a mobile device. Tapping the accelerator will be a good way to keep the car stable without spinning out in a slow corner. Maybe I'll use animation curves for setting up the tyre friction for different situations. Also I am thinking to make an indicatior that shows how much the pedals are pressed over the touch area. So the player could "feel" the pedals more. Of course it would be optional, but a helpful thing.
Maybe I won't release more public webplayer demo, because the controls are not really good of keyboard. Or if I will, I have to program a better keyboard control with speed sensitive turning like rFactor has.
That's all for today, I am planning to make a great progress in the following week.
What should I improve? Well, the physics are pretty simple now, I need to program the tyre physics into a way more realistic one. Well, by realistic I mean still arcade, but more believable. Once I made burnouts, but it was poorly programmed, I need to upgrade it. It'll be good on a mobile device. Tapping the accelerator will be a good way to keep the car stable without spinning out in a slow corner. Maybe I'll use animation curves for setting up the tyre friction for different situations. Also I am thinking to make an indicatior that shows how much the pedals are pressed over the touch area. So the player could "feel" the pedals more. Of course it would be optional, but a helpful thing.
Maybe I won't release more public webplayer demo, because the controls are not really good of keyboard. Or if I will, I have to program a better keyboard control with speed sensitive turning like rFactor has.
That's all for today, I am planning to make a great progress in the following week.
Labels:
Android
,
controls
,
F1
,
indie game
,
touch controls
,
Unity 3D
Sunday, 29 June 2014
Facebook - Racing game photo album
I made some little progress on the racing game project for Android. Here is the current screenshot album on Facebook. For more, please like my Facebook page!
Labels:
Android
,
anime
,
cartoon
,
cel shader
,
cel-shaded
,
F1
,
James Hunt
,
Motorsports
,
Racing
,
toon shader
,
Unity 3D
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