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Plans for HyperFast
- Posted on: 2/18/2017
[HyperFast]
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The game is looking really good. I was hoping to release it next month, but now I'm starting to think it would be better with more features and polish... |
For example, these are some of the extra things I'm considering (some are more ambitious than others)...
- at least 3-4 vehicle models, with different settings, like: speed, steering, etc.
- at least 2-3 game modes: circuit, endless, and reverse courses.
- triggered events, like: wildlife flocking, rocks falling, glass breaking... basically, something that could make the levels more lively and interactive.
And of course, easter eggs! Maybe some fun pop culture references, some kind of secret level or bonus stage... things like that.
I love the overall look and feel of the game, but I wonder if it needs more polish and more thought before I rush into releasing it...
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Updates... 7/6/2018 |
I updated the bridge model with a holographic trim and created a particle effect to emulate light trails moving over the bridge. | |
Updates... 7/6/2018 |
I updated most of the building models with a holographic material and it looks really cool at night. | |
Updates... 7/4/2018 |
More progress on the new level... | |
Updates... 7/2/2018 |
Made a little more progress on the new level for HyperFast. | |
Updates... 7/1/2018 |
Working on a new level for HyperFast... | |
Updates 8/12/2017 |
Made several updates to HyperFast... | |
Concepts 7/22/2017 |
I've been wanting to add more vehicles to HyperFast, so today I pulled out my drawing tablet and sketched some concepts. | |
Updates 7/3/2017 |
Finished working on the new level. | |
Updates 7/2/2017 |
Working on a new "training/beginner" stage for HyperFast. | |
Updates 6/25/2017 |
Updated the grass textures and quality settings for better performance. | |
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