Dev log from start to release of demo
Micronyzed » Devlog
- Created chekpoint sound
- Found and imported a soundtrack from Zapsplat
- Created a checkpoint using tutorial where once you pass through checkpoint will be deleted even if you drive in reverse. If you miss it, or if you drive behind it it will stay until you pass it properly.
- created some functions and variables to handle the logic behind time and laps
- Created a respawn system if a player is flipped after a 4 second delay he will spawn back at the last checkpoint he cleared. However it does not work if player is stuck at 15 degree angle this feature will be updated as game develops (This has been replaced)
- Added timer to display race time, basic and still needs work but its there
- Timer updated to show best lap and race time, still needs a bit of work to get it on display
- Save game system saves times so if you beat the default best time it will save it for both race and lap also added debug function to reset the times them selves
- Implemented the UI
- Updated UI, Added splash screen and countdown timer
- Added more functionality to UI (best race time and best lap time) as separated elements
- Finished with tutorial series ironed out hud display.
- Potentially fixed a bug with respawn, needs more player testing.
- Fully implemented straight track model
- Fixed splines track to work correctly : Issue was actually in dynamic shadows in worlds Light Source the numbers where at 0 once i bumped it it started to display shadows correctly.
- Updated respawn system
- Created checkpoint model
- Created starting line track (old-removed)
- Fixed the issue while driving the vehicle was blurry and did not look well, turned off motion blur
- Cleared white circle in the center of the map
- fixed the issue of some parts of race track to be black the issue was i did not mark seams in blender correctly
- added random small hills around map
- extended the lake/pond area
- Reduced size of sides on track - you now should be able to drive off track and explore / might need tweaking
- Created and imported new checkpoint model
- added meshes to the scene
- finished editing environment assets
- implemented checkpoint system, ran tests works as it should
- Fixed a bug with re-spawn, once player would drive trough gate and after he flips the car would scale differently, problem was in scale of the gates that was causing to behave like that
- Removed fire ring from checkpoint gates and removed the text as well
- Created and implemented a trap that slows down vehicle (EMP)
- added traps around the race track, and potentially fixed a bug with vehicle flipping
- added speed booster platform
- fixed no collision for broken trees in the scene
- added more props to level
- added ester egg (you can win a prise check coffee room pin) ! Still not discoverd
- fixed audio glitch when using boost ramp
- Updated EMP trap to make vehicles not responsive thx to our volunteer dev for that
- Changed project name (not important for log its self)
Files
Micro-Riders.rar 337 MB
Jul 01, 2021
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Micronyzed
Remote control race with traps abilites set in world of Microverse
Status | In development |
Author | Sam1789 |
Genre | Racing |
Tags | 3D, Arcade, Co-op, Low-poly, low-poly-cars-and-towns, Singleplayer, Time Attack, ue5, Unreal Engine |
Languages | English |
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