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Plans for HyperFast - Posted on: 2/18/2017   [HyperFast]



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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