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We are RoadKill - Blog #4 

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We are RoadKill - Progress report, Why the delay?


Introduction:

It's been awhile, allot has happened, and I have quite a bit to report on. This is not a progress showcase, that isn't ready yet, it will be, not sure when though. 

The main reason for the delay is I got a full-time job, a job that pays bad, and is really mundane and mentally draining, which has prevented me from working on my projects as much as I wanted to. However, I'm starting to get used to the work, and therefore the fatigue isn't as incapacitating, meaning I am starting work on the projects again. 

The second reason is that i am re-doing the design document for this game, and started writing the design document for The jagged fog. I am ensuring that the projects will better match my vision, which will prevent re-writes of systems within the games, along with fully understanding the scope of the projects. However, it shouldn't be as long a wait before the project showcase post this time.

I've also been remaking the assets for the player characters, putting them through multiple iterations, this is time-consuming and I have not been putting them on GitHub as it has mainly been a learning process, and I don't want to fill up my development folders with a bunch of assets that I don't plan on using, it just keeps everything tidier and easier to navigate. Once the models get to a stage I am happy with, they will be added to GitHub. 

A teaser for the 4.5 blog post (character system), the way I'm implementing characters is different. Instead of having models for each separate character, I am going to use the same model's (male & female), just with different textures, while having an accessory slot, which will contain the hair/helmet/headgear. Other models will be necessary at some point, as I can't have animals, bosses, unique characters or more bulky enemies, have the same model. The modularity will allow me to have the characters just have different textures and headgears, instead of having multiple models take up space in the project, which would be good for file size and optimization.

Project aims:

As mentioned above, I am re-evaluating the scope for the project, and so far this is what i've decided.
Demo - 1 level, with working menus.
Early access - 1 chapter done.
1.0–5 chapters done (complete story)

1.5 - Game modes, bug fixes, polish, optimization re-works if necessary (I like the idea of giving the player the option of using the re-worked system or the old one.), co-op, level creator.

2.0 - Character missions, free roam section (ride the player's motorcycle around a small playable area, this will be a main focus for character missions, and side-quests.) The character missions will get a blog post specifically made about them at some point, probably when the design document is in a much more finalized state. But they are basically small missions in which the player will interact with the characters throughout the chapters in the hub map, these will give small rewards, enhance the lore, and allow the player to experience the game in a way that isn't constant brutal violence, a more laid-back approach, mostly, some character missions will still be very violent.

2.0 is a Stretch goal, and will only be implemented if I am not burned out, or itching to create a different project, it depends on the complexity of the project and how difficult they will be to implement. However, my goal throughout the project is modularity and a strong foundation, so hopefully that shouldn't be an issue.

(Everything in 1.5 is not set in stone, and therefore may change or be never be implemented (other than bug fixes, polish and optimization.))

What's next:

So, there will be a few more blog posts going up labelled 4.1, 4.2, 4.3, 4.4, 4.5. This will show the current systems I am making, that are not yet finished.

These will be: weapons system, movement, camera, animation, and characters.

All these systems are yet to be completed, however, have had noticeable progress since the last blog post. Once finished, that is when the progress showcase will be done.

I am optimistic that i will be able to start developing more frequently now, and that the project showcase will soon be released in the blog and on my YouTube channel.


Next post

4.1 Weapon systems [Next post available]

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