The Final Stretch for the Final Build! 04/24/2020

This week, we dedicated our efforts to resolving many of the issues that players from our play test build reported to us. On the UI side of things, we are making sure that we are communicated all aspects of the game so that the players know what is happening as it is happening. We’ve nowContinue reading “The Final Stretch for the Final Build! 04/24/2020”

Play-Test initial feedback 04/17/2020

In the realm of our play-testing, we asked classmates and friends to play our game and provide their input on aspects they feel they need to be changed, and so far, we are receiving a good range of feedback! Also, earlier this week, we were able to meet with Professor Carbone and watch him playContinue reading “Play-Test initial feedback 04/17/2020”

AI driver, new UI, and a re-vamped track! 03/30/2020

This week was a pretty productive week for the team, we made progress in building the foundation for our AI drivers, we have implemented a hud-like UI for the driver to observe when we drive, and one of our developed tracks got a really nice revamp! On the AI driver side, we are looking intoContinue reading “AI driver, new UI, and a re-vamped track! 03/30/2020”

More and more race tracks! 03/28/2020

This week we took the time to discuss designs of newer tracks and how we should lay them out. Furthermore, we also discussed where items should be placed and what the the aesthetic of each track should look like. As of today, we have the designs of 3 additional tracks to the oval track andContinue reading “More and more race tracks! 03/28/2020”

Spring Break and COVID-19 effects: 03/13/2020

With this week being Spring break for students, our team had the opportunity to go back home and relax. Unfortunately, with the recent rise of COVID-19 appearing in the country, we were informed of the possibility that UCF’s campus will be closed down. Between being out of town and our development setups more oriented towardsContinue reading “Spring Break and COVID-19 effects: 03/13/2020”

T-Posing no more, our astronaut’s having fun 03/06/2020

One of the issues that we’ve been facing for a while was better understanding the humanoid models of the asset. As our AI drivers and our player driver will need to be unique in some respect. With our initial astronaut, we finally figured out how to rotate each of his joints such that he looksContinue reading “T-Posing no more, our astronaut’s having fun 03/06/2020”

First playable feedback and reflection: 02/21/2020

We presented our first playable earlier this week, and to our surprise our demo was well received. We did gain feedback from Professor Carbone about some design approaches and advice on where to take things from here. One criticism we plan on fixing as soon as possible is the design of the levels. Professor CarboneContinue reading “First playable feedback and reflection: 02/21/2020”

First Playable preparation: 02/14/2020

With the first playable presentation coming up, we spent this week preparing an initial demo with a player being able to drive around an oval track. On the oval track side of things, our level designer, Victor, decorated the track with a lot of the grocery store elements that would give the track a moreContinue reading “First Playable preparation: 02/14/2020”

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