With the release of Unity 4 I've decided to rework my code and make it more modularized again, just like what happened with Star Gen 4. This is partly to do with the fact that I've written myself a design doc streamlining and shaping my ideas, which in turn made me realize that the way my project was written made it unsustainable for a large scale development beyond a proof of concept. And it's a great way to learn how to do things properly as well, or at least better than before.
In my new iteration I'm planning on having the ships pretty much assemble themselves within the script instead of pre-assembling them in the editor as complex prefabs, as part of the modularization.
With regards to art and style, I've been examining XGRA for inspiration since, like Extreme G3, it has some incredible race tracks, probably some of the best I've ever seen. And it makes me wonder what a game like F-Zero would be like in those types of levels. There is only one way to find out! Nothing like getting inspired, and wanting to reach the final product so you can play it!
Now time utilize the available time properly and make things happen :D
Oh yeah, and I haven't given up on Star Gen 4 either, I just need to figure out a decent renderer, one that won't take a month to render a full skybox. It makes iteration and debugging rather painful!
Thursday, November 15, 2012
Reworking the code
Labels:
C#,
c++,
coding,
F-Zero,
games,
HDR,
OOP,
side projects,
Star fields,
Unity game engine,
XGRA
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