This created a bit of a pandemonium for us, and we settled that a good compromise would be for me to create the anti-gravity sections of the track in 3ds Max and import different sections of it into Unreal 4, and use my custom spline system for sections of the track that are curved and don't include any anti-gravity. This also works out well as since my spline system doesn't support anti-gravity anyway as mentioned in my previous sprint entry, creating parts of the track by-hand in 3ds Max will give me the extra level of detail which Unreal 4 doesn't support. It does add more pressure onto the modellers however, as they'll need to create more track pieces than just two variants of straight roads, so we will have to see how this agile development impacts our time management and sprint plan in these coming weeks.
We also set-up a group GitHub account this week to keep track of all the relevant changes made to the UE4 project file both programming and level design-wise, following professional working practises to create and visually show different versions and revisions of our game. I also will continue doing my level design work with a merged version of the most recent programming file, instead of the default UE4 racing template, from now on. In order to keep consistency the game designer and programmers work in tandem together to fully understand the scale and gameplay mechanics of the project, following professional industry working practises. Plus I can now add to the most recent fork of the project, updating the UE4 map file and adding any additional assets from the modellers on top of that.
This week coming to an agreement with the programmers I decided to complete my second sprint from the project backlog by drafting out the size, shape and scale of my track in UE4... But on a flat plane instead, without any bumps, ridges or anti-gravity segments. This will allow us all to gage just how big the city's environment area needs to be around the track, and also so we can test the programmer's current code to get a sense of speed and how fast the racing should be in Zero Friction, without having to use more estimated guesses with an unfinished, or anti-gravity track, that doesn't completely function at this stage.
I updated the group's asset list this week too in accordance to suggestions from Dan in our latest individual supervisor meeting, in which he recommended I go into more specific details on each model listing certain specifications when required, following professional working practises, such as poly budget, texture size, additional description, etc). Likewise I explained my vision to the concept artists in more detail for them to bring my game design ideas to life, in order for me to visualise how my currently flat track will look with the applied anti-gravity: such as one section having a vertical circle going around a cluster of tall buildings, and another part of the track being set on a tall highway just above the road of the city.
While discussing these plans for how the track will flow with the concept artists, I decided to perform some more research into pre-existing racing games to see how they do their track design. And with this I feel like I want to take a leaf out of Mario Kart 8's book, where every single track is instantly recognisable and never feels too samey, which each course having a lot of variety for the player to see and do. For example, one of the courses named 'Mount Wario' seems like a regular snowy mountain level at first, but there's so much variety in that one concept. From tasking the player to jump out of a helicopter, drive through an icey passage, go in a damp cave, pass over an industrialised dam, traverse through a snowy wood and finish with a huge olympics-themed ski jump. These are so many different themes and ideas packed into a single level where really all you do is drive from the start to the finish line, and I want to have a similar feeling of depth here in my track design for Zero Friction.
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| (ObsessedGamerGal86, 2014) |
Lastly since we as a group decided to pitch-in with some more character ideas for Zero Friction, I decided to draft some of my own characters on paper! Some got approved (like Toastie Ghostie and Slick the Snake, shown below), which one of the concept artists took further to recreate and redraw to fit within the visual style of the game, as everything being thematically correct is an important element of game design.








