Storytime
I am used to spitballing storylines together with people. But doing it by myself is making it hard for me to get the engine running. I am not sure what to call this condition. But the story is coming really slowly.
I am used to spitballing storylines together with people. But doing it by myself is making it hard for me to get the engine running. I am not sure what to call this condition. But the story is coming really slowly.
It has been a slow week for the project. But I managed to squeeze in some time to add water / rigidbody interactions and test and implement shallow waters into the game.
I know it is early, but I still already set up a Discord server for the project.
The server is sure to come in handy for gathering ideas for plot points and puzzles!
Please visit the cafeteria for refreshments
Modeling the character was at the same time easy and hard. It was easy because the graphics are so low polygon that is really fast to get things modeled. But at the same time it was extremely hard because it is easy to add too many polygons and loose the low polygon aesthetic.
Update on the player car modeling & setup progress.
One of the most important things in crafting this little piece of New York is the ambient sounds.I really want to immerse the player in the world and it is done with audio.
This week I spent a few evenings working on the car 3D model. I already knew I wanted the car to be a Chevrolet Caprice from 1987. This would be an accurate car for a detective in New York in the year 1991.
This week I do not have any major update written, but a bunch of smaller things that I have been working on: motion capture, particle effects and vegetation.
I needed to create a separate water interactions solution for the large ship scene. I was not able to make the ship move, so Instead I chose to move the waves under it.
As I talked about earlier in this blog post, time…
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