Sweet Lacey.
Now when I look at this drawing I feel calm. This candle reminded me that there is always hope despite the wounds of the past.
Well, if you see this, have a nice day.
seen from United States
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seen from Malaysia
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seen from Canada

seen from United States
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seen from Hong Kong SAR China
seen from United States
Sweet Lacey.
Now when I look at this drawing I feel calm. This candle reminded me that there is always hope despite the wounds of the past.
Well, if you see this, have a nice day.
Runabout Rally - Game Dev log 5
So, with the demo now out and floating in the ether of the internet, it's time to focus on making the next track- "St Olbans". The plan for this is a coastal city based track, with architectural influences from cities like Bristol, Wells, Amsterdam and Bath. From the beginning of this project, this has been the track concept which has made me the most excited.
It starts, as with all things, with lots of sketches. What I try to do is generate a series of "player moments", areas that are visually interesting, distinct, and fun to drive through. Once I feel I have enough, I find a way to arrange them which is both fun and mostly logical to the layout of a city.
I then sketched out the track directly onto a plane in Probuilder so I can test it before bulding the track proper. The good news is not only is the track more interesting to drive, it's also nearly three times as long as the first track!
I think I underestimated the sheer number of assets I need to make from scratch for this track- textures for bricks, cobbles, wood plants, spites for lampposts, fences, headstones, doors and windows, and a BUNCH of models for the various buildings. But slowly, it is coming together.
A very frustrating part is that there is no quick way that I have found to place windows and doors, of which there are a LOT- but in better news, I finally discovered the wonder of the Spline feature in Unity, which has not only greatly aided in placing large amounts of fences, but also a tram that can travel back and forth along the dock- very cute.
I've also been working on some further elements of interactivity- namely a skid effect when taking hard turns, a button for blowing the car horn (which doesn't have a gameplay function, it's just fun!), and best of all- a method for making the NPCs ragdoll when hit by the car!
Next stop - the Cathedral.
Im playong animal pocket🐱🐺🐰🐹🐻
NEW FILM OUT! ' Head over Heels (A Valentine's Special) 🐱 ❤️ 🐱 BRAND NEW GAME released today - 'Simon's Cat Dash'. Download for FREE on the Google Play and App Store! http://gcgames.co/scfblaunch
Come hang out with me while I play Montaro & DragonRage! <3 I'll be live on Twitch starting at 6PM EST! Come hang out, watch the game, and hang out with me on webcam! A lot of you have been asking for me to be at cons, and while i can't go to as many, I have some time after my work hours to spend with you all! https://www.twitch.tv/tastypeachstudios
Growbot is now on instagram! :)
https://www.instagram.com/growbotgame/
Yay, I finally finished fanart for my favorite rpg game "Sweet no death" by @arcadekitten
This is probably one of my favorite drawings <3
Have a peaceful day!
It’s not a very good quality video, but here’s a little look at the project so far!
After a VERY busy month, not much progress has been made, but it is starting to shape up I think. My goal design-wise is to create the “bones” of the level design, then fill the gamespace with detail.
I’ve leart that the two main ways to make an environment feel alive are sound design and movement, so I’ve worked to add these elements in three key ways:
-Water that moves/has sound effects
-A day/night cycle
-Movement sounds/animation
There are additinal steps I’m going to take to build further “living” elements into the game space, to really make it feel like a place worth exploring. I am DEFINITELY dodging the harder parts of development (i.e. actual coding), but I’m still happy with the progress so far.