Development Blog 7

Its important to be able to look at your concept not only as someone who is developing it but also as someone who would potentially buy it. For the team the game is an interesting challenge. The large maps required to make a driving game fun, the artists are always going to have environmental work to do. Not even mentioning the amount of vehicle variation we’re planning on adding in the future. for designers and programmers video game driving is something that can always be iterated and improved, and the AI for cars is fundamentally different from any AI used for a living creature. So there is plenty of work to be done for programming and design. When it comes to sound I absolutely adore the main vibe we are going for with the game, both the music and sonic styles fit very well with what I am capable and comfortable with doing, But that isn’t to say its easy. Over the past 6 weeks I have learned more about how a car engine works than in my 22 years of life, all just so I can create the most realistic driving loop for our game. Our producer is also facing interesting challenges with the game, testing requires very specific questions so we can pin down exactly how to improve driving to make the game as playable as possible. not only that, but our producer is also making our particle effects; letting him be able to contribute to the chaos of the game.

For those outside of the team the concept reads very well. You say “its a 3rd person vehicular combat game“ and people get, generally, how the game feels and plays. If you add “Mad Max inspired“ then people immediately get how the game looks and sounds. This allows the team to easily get our idea across for other teams or consumers. Chaotic combat is not super widely appealing, but most people can still enjoy the idea for what it is. And those that are fans of the genre have not had a lot of AAA developers making similar games.

- Ian

Previous
Previous

Development Blog 8

Next
Next

Development Blog 6