RC Racer 4.0 Update

When working on the project the we noticed a lot of issues with the first map layout and the scene in general. The track was too short and was not fun to drive. Our peers tested our scene and their feedback was pretty much the same. The way that the scene was put together also had its own problems. It was still very much in the block-out phase and the hierarchy was all over the place too.

 

In our scrum meetings we all felt like it was best to start again. We wouldn’t be starting from scratch like at the start of the year because we have a bunch of assets and know what the art style is.

Using the unity terrain editor and the texture painting tool we quickly sketched out a track.  A track that lasted roughly a minute per lap should be long enough that it is not too short but also not too long that we wouldn’t be able to meet deadlines with a decent product that isn’t an empty map for the most part.

track LAYOUT

The screenshots below is what the scene looks like now. There’s still a lot of empty space in the scene but the game is definitely going in the right direction.

Artbook Environment 2Artbook Environment 1 Artbook Car Page 1Artbook Car page 2

Vehicle Modelling

 

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I use substance painter to check the reflections on my mesh to make sure the geometry works and that there are no glaring issues. Substance painter also has a “car paint shader” which is useful for metallic paint

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RC Racer Synoptic.

Concept Art

I have a rough idea of what I want the game to look like, since the game is supposed to be arcade-y and fun. I also want a fun and aesthetically pleasing environment to race in. Since the game will be using “RC” cars this allows much more creative freedom as it is not entirely grounded like in a simulator.

dirt tokyo corner

Unity Build

car

Recently we have been playing around with unity’s car controller prefab, this allows us to quickly prototype gameplay and track layouts made using the unity terrain editor.

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At this pre-production phase I find it crucial that have a strong foundation to build upon as it will greatly influence the production of the game.

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