Journal Entry 16
Activity: Implement disparate features I've been putting off
Time spent:
- Create reference pitch and velocity sounds in Pro Tools - 20 mins
- Implement velocity indicator - 1 hr
- Implement reference pitch - 4 mins
- Cockpit graphics - 1hr 45 mins
- Visual proximity beeper - 25 mins
- Beeper muting - 2 mins
- Locking controls - 3 mins
- Position stabilisation - 25 mins
Yesterday I really didn't have any time to work on the game, not even for writing dialogues or designing levels on paper. Today, however, I mostly stuck to the plan I laid out on Monday, with only a single exception which I can justify. When I wrote the plan down, I didn't yet consider what the visual proximity beeper will look like. When it came to implementing it, I realised that the absolutely best look for it would be as a physical red light attached to the inside of the cockpit, which I wanted to implement sooner or later anyway. So I made a simple cockpit out of four quads (with four additional ones added later to look a little more realistic, and that included reworking quite a lot of the visual target indicator and velocity indicator. The velocity indicator is still a little broken, it points the wrong way and I have made a note of that, but I decided not to fix it for now, since I am seriously considering indicating it in a completely different way (with a 3D arrow in the middle of the screen). I made my own normal map from scratch by creating a grayscale image of dots in GIMP and running it through an online normal map generator. It is supposed to resemble a kind of metal polish that I vaguely remember maybe from the control panel of a Tatra T3 tram, or something of a similar character. It's a kind of metal polish texture that's smooth but has tiny bumps in it, spaced just enough apart to see the smooth metal beneath, and I remember it specifically in a light grey colour.
I am really liking how the cockpit is coming together, especially with all the lighting. A few more things that should really give it character is a text screen on the right that should give off a very slight green light, and a transparent screen texture over the main window, signifying the fact that it is indeed a screen and not an actual window to the outside. I want it to have a grid with slightly rounded "pixels," and a normal map that makes them seem to pop out of the screen a little bit. I don't know how possible that is to do when with a transparent texture, but I hope it shouldn't matter.
Tomorrow, I want to finish the few things I didn't have time for today, and then finally finish all of the main mechanics so that I can move onto level design, writing, dubbing, and the menu later. Namely, I want to finish:
- Health bar
- In-cockpit screen
- Fix target visualisation transform
- Screen shake for crashes (and maybe main engine)
- Slight camera momentum while thrusters move the ship
- Ship info readout
- Remake of the velocity visualiser
- Front screen texture & normal map
In this order. If I manage to finish these and have some extra time, I will move on to voice acting ship info readouts.
Files
Get Project C
Project C
Space Race
Status | In development |
Author | Rosie |
Genre | Racing |
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