Game Dev - August Summary
2 years ago
Once again, the first two thirds and last quarter of the month were a wash, due in part to me being sick, and me doing other things, like cleaning and playing Remnant 2. I did practise some 3D character modelling, and while I didn’t get as far as I liked, something is better than nothing.
Most of game dev work I did was mostly focused on a racing game. A YouTuber I like put out a bunch greenscreen clips with the intention of his audience making funny edits for him to watch. Some were racing related, so I thought it would be fun to integrate into a racing game. I’ve wanted to make a FMV racing game for a while so this works as a test for that.
While looking up racing game tutorials and dev logs, I noticed two distinct methods for doing things. Either they do the box with raycast method which takes a fair bit of work and maths but offers more control and knowledge of the underlying systems, and what I’ll call the “black box” method of just using stock assets with no idea how it works.
At present, using the stock Godot vehicle body system which seems to be a cross between the two, being both a black box in some aspects, but a little more developed version of the raycast system in others. I might switch it out if I make something more serious.
Finally, I’ve been tempted to learn Aseprite properly. I’ve had it for a while, but I always default to using GIMP since it’s what I know and I can just get things done. But using proper tools might help with quality and speed in the long run.
Most of game dev work I did was mostly focused on a racing game. A YouTuber I like put out a bunch greenscreen clips with the intention of his audience making funny edits for him to watch. Some were racing related, so I thought it would be fun to integrate into a racing game. I’ve wanted to make a FMV racing game for a while so this works as a test for that.
While looking up racing game tutorials and dev logs, I noticed two distinct methods for doing things. Either they do the box with raycast method which takes a fair bit of work and maths but offers more control and knowledge of the underlying systems, and what I’ll call the “black box” method of just using stock assets with no idea how it works.
At present, using the stock Godot vehicle body system which seems to be a cross between the two, being both a black box in some aspects, but a little more developed version of the raycast system in others. I might switch it out if I make something more serious.
Finally, I’ve been tempted to learn Aseprite properly. I’ve had it for a while, but I always default to using GIMP since it’s what I know and I can just get things done. But using proper tools might help with quality and speed in the long run.