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Open Wheel Wacers
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Devlog
Jayden McKay - DevBlog - 08
July 02, 2021
by
GnomeLess
This week was basically final touches for everything I’ve done up until this point. So I had touched up all textures on assets, redone the wall textures, placed particle effects into the game scene...
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Jayden McKay - DevBlog - 07
July 02, 2021
by
GnomeLess
I gave my snake model to Brad to redo the model and develop the textures even more. I also finalized all of the particles needed for the game such as the fire types (Blue & Red) Confetti, Grated Chees...
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Jayden McKay - DevBlog - 06
July 02, 2021
by
GnomeLess
I began this week with working on the particle effects, I wanted to stick with our artstyle as much as possible. I started with the blue and red flame particles for the cars Ferrari and the Lotus 7. O...
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Jayden McKay - DevBlog - 05
July 02, 2021
by
GnomeLess
I continued to further detail the assets already pre-made by kelvin and then fix any errors and/or remove back faces and bottom faces of meshes the player won’t see to help our games performance. Af...
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Jayden McKay - DevBlog - 04
July 02, 2021
by
GnomeLess
Kelvin started to make a bunch of map assets (Like the L-Shaped-Counter-Table, Fridge (Open & Closed), Cupboard and the Middle Island Table. Once finished he gave me all he had worked on to finish whi...
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Jayden McKay - DevBlog - 03
July 02, 2021
by
GnomeLess
I had completed the snake car model and began to work on the textures within Substance painter. I wanted to stick with the snake lollies but me and Brad had decided to make the snake become a sour sna...
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Jayden McKay - DevBlog - 02
July 02, 2021
by
GnomeLess
Coffin car complete with textures done. Began to work on the cheese car within Maya to get the base shape, then moved it to Zbrush to use the Boolean feature to create the holes in the cheese. Once I...
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Jayden McKay - DevBlog - 01
July 02, 2021
by
GnomeLess
Started concepting the game and car designs with my team, after we decided on what cars we will have, me and Brad worked on making a car one by one taking turns deciding on who makes what, we first st...
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Kelvin Devlog - 07
June 26, 2021
by
NerzaArtz
Week 8 I dedicated this week to fixing any issues with the tracks, documentation or any general fixing I can do, luckily for me there weren't a whole lot of fixes needed for the tracks other than the...
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Kelvin Devlog - 06
June 24, 2021
by
NerzaArtz
Week 7 This week I worked on the final track and that was going to be a struggle to complete because the track was very long and time consuming model to work on and I don't think I would have had enou...
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Brad - Devlog 08
June 21, 2021
by
Brad Lemon
Week Eight At the start of the week as I was looking over the map I finally caved in and wanted to polish some of the map assets to match with everything else in the scene so I worked on the chicken b...
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Brad - Devlog 07
June 21, 2021
by
Brad Lemon
Week Seven At the start of this week me and Jayden worked on the particles that’d be exhaust fumes for the cars. We bounced back and forth between working on them and I primarily helped with creatin...
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Brad - Devlog 06
June 21, 2021
by
Brad Lemon
Week Six I’d finally come back to the title art and finished off the textures and made a scene in Unity for it all. With the help of the rest of the team we added particles, lighting and a backgroun...
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Brad - Devlog 05
June 21, 2021
by
Brad Lemon
Week Five For this week I spent all my time working on audio using Bosca Ceoil which is a chiptune music maker for video games. I’d made a few clips of music to be used for each engine gear and blow...
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Brad - Devlog 04
June 21, 2021
by
Brad Lemon
Week Four At the start of this week after importing the characters into the game I thought that the rat wasn’t up to quality standard and decided to design a new character. I ended up with a baby du...
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Brad - Devlog 03
June 21, 2021
by
Brad Lemon
Week Three At the start of this week I’d concepted and modelled the title art. Decided to leave it there for the time being to get back to the ragdoll physics and found a Unity asset that would solv...
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Brad - Devlog 02
June 21, 2021
by
Brad Lemon
Week Two I’d finished off the Lotus 7 and made the two teams character models. We couldn't implement the characters the way we wanted to by using ragdoll physics in Unity so I postponed it and would...
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Brad - Devlog 01
June 21, 2021
by
Brad Lemon
Week One This game was our second concept from the previous one made so we had the gameplay planned out and just needed to sort out assets and tie up loose ends for the first days. The game's idea is...
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Lorne Devlog - 09
June 20, 2021
by
Hawaiian_Noises
Week 8 Online stuff Start fixing mistakes. I spent most of the development time wrangling with the online code because I didn’t have a way to test it properly and so I ended up behind schedule on th...
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Lorne Devlog - 08
June 20, 2021
by
Hawaiian_Noises
Week 7 Online stuff Find out that lobby stuff doesn’t work properly At this point I realised that I was able to test the online code the whole time and I found out that it didn’t work properly. I...
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Lorne Devlog - 07
June 20, 2021
by
Hawaiian_Noises
Week 6 Online stuff - teams / player roles More checkpoint system I expanded on the spline-based checkpoint system by adding a function for counting laps and recording lap times. I also started custom...
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Lorne Devlog - 06
June 20, 2021
by
Hawaiian_Noises
Week 5 Online stuff - teams Checkpoint system The game needed a reasonably robust checkpoint system because we had designed some quite complicated tracks that had criss-crossing parts to them. I decid...
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Lorne Devlog - 05
June 20, 2021
by
Hawaiian_Noises
Week 4 Online stuff - spawning I continued with the online tutorials and once I had a basic lobby system I started getting the car prefab ready to be spawned into a game. This took a little bit of twe...
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Lorne Devlog - 04
June 20, 2021
by
Hawaiian_Noises
Week 3 Online stuff - lobby I decided that the game should be an online multiplayer because the main game mode would involve two teams against each other and to be able to have decent sized teams it w...
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Lorne Devlog - 03
June 20, 2021
by
Hawaiian_Noises
Week 2 Car control / gears I wanted the gear changing in our cars to be manual so that the player would have more to think about during a race and the game would be more interesting. I came up with th...
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Lorne Devlog - 02
June 20, 2021
by
Hawaiian_Noises
Week 1 Car control / physics I wanted the cars to have quite detailed physics to them because that would make them more fun to drive and give me more options for customizing them. I had seen a system...
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Kelvin Devlog - 05
June 20, 2021
by
NerzaArtz
Week 6 After more research on 60s kitchens I began modeling the furniture for the it, I tried to give it that retro feel and I feel like I captured that with the models I've made, We had discussed pre...
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Kelvin Devlog - 04
June 14, 2021
by
NerzaArtz
Week 4-5 Started this week off with beginning to model the second track which wasn't as easy as the first one, I did the same thing and used the curve tool to outline the track then extruded along the...
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Kelvin Devlog - 03
June 14, 2021
by
NerzaArtz
Week 2-3 This week was about modeling the first track, I picked to model the oval track because its the track that's least likely to take the longest so I factored this into the time frame while model...
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Kelvin Devlog - 02
June 10, 2021
by
NerzaArtz
Week 1 Spent this week concepting tracks that were going to be used for the game, ended up getting them all onto one page and going around to people asking them what their opinions were on the differe...
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Kelvin Devlog - 01
April 27, 2021
by
NerzaArtz
Day 01 Ideation of the game...
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Lorne Devlog - 01
April 27, 2021
by
Hawaiian_Noises
Haven't done anythingn yet...
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