So now, with most of the core programming in place(I really have only the "fun" bits to do next, like adding more weapons, game modes, powerups, enemies, etc etc) it's just a question of how we want to proceed. The usual approach in this kind of games is having one of more linear "campaigns", where the players faces a series of challenges, unlocking vehicles and tracks as he goes along. While we will have that, my mind is set on a more extensive Career mode, which will incorporate some very light RPG elements. In each "round", you enter an event out of several available. Succeeding in races will earn you money and XP points, as well as enabling you to ascend the pilot ranks, which in turn you can spend in buying new vehicles, upgrades, weapons or improving your pilot's stats.
The plan is also to have 3 "boss" enemies with unique vehicles, which you have to deal with in the end. There are quite a few ideas floating around...for example I am thinking of having some amount of environment destructiblity and multiple routes/shortcuts in the tracks. I have already implemented some basic environmental "hazards", like the rotating blades you will see in the videos. Or having some out-of-the-ordinary events, like a pissed off opponent challenging you to a duel after the main racing ends. But we'll see how it goes. We don't wanna release a poorly-made and completely bland indie game, but we don't want the development to go on for ever. At some point, you draw the line and ship the game. Of course, implementing multiplayer is still a quite important goal, and my partner has already written a message broker API that we can use for various facilities.
With that said, I have recorded some new videos of how the game is right now....Note those are just test levels, with very few of the models being made by the artist for the moment(the rest are from my collection of stock models I've purchased through the years). Specifically, the artist made the track section model you see in the second video.
So here they are:
Enjoy...and as always leaving comments with impressions and suggestions is greatly appreciated! :)
I'd like to know : Have you considered making the ships not stick to the ground, but levitate on some kind of a field, so that when it goes over hills fast, it jumps?
If so, what made you decide on this version? Ease of implementation? Better 'feel'? Some kind of track-related issues?