Friday 27 April 2012

ios almost done!

I'm ashamed to say I've been a bit neglectful of you dear blog :( but here is an update about the ios design I have, I think it's nearly finished to be honest!!
this is the original concept as proposed way
back when in the presentations

this is to show the route/s that would follow for the ios

this is a picture of the (final?) design, there is still
some things I would like to tweak but I'm happy

The designs above were achieved in photoshop using real images and the filters in photoshop.  I also took advantage of blending options to get shadows to create some perspective.


Thursday 16 February 2012

The green path of greenness!!!

Below is basically the same as the other blog update, however is shows the green path that is available to players from the map design that has previously been posted. Overall the shortcuts take about 10 seconds off the overall time, however, the players are not granted water bonuses. The green paths also have the jumps and 'fun' features in the level.

Below is the video for the green route.


The blue path of blueness!!!

finally figured out how to use fraps *without help* AACOUGH COUGH!!* so now I'm uploading the blue path from the map level design I posted earlier. Below is a screengrab with the path drawn on.




below is the video of the blue path, I had to upload it to youTube then embed it in because it wouldn't upload directly, therefore making the process 10x longer >:[ 

block out time

literally just finished my block out and I'm am on 1:48 ...bit long maybe? maybe a bit more playtesting and arranging. As soon as I figure out how to get a video it will be posted :)

yet another map iteration!!

It may look the same but whilst blocking out the level in UDK I have found through progressive playtesting, that the experience has more of an impact if the entry off the estate onto the market roundabout comes so the players can see the glass palace.


...block out and block out video coming soon (i.e. when I figure out how to work video stuff)

Monday 23 January 2012

Fountain Clash!!

Below is a picture of the 'fountain clash', in the level map the players can take alternate but equal routes around the maze and they meet up again by the broken fountain. This was designed on purpose because any players that are neck and neck or close together will split and meet back up at the same time causing a 'commotion' as it were. After this they would then be met with the Glass House for the final sprint on the course.

close up of level map on the fountain section

this sets the scene for how the drivers
would meet again after splitting up

Sunday 22 January 2012

Market Jump!!

Below is a picture of the market jump concept, in the picture you can see a bottle neck for players on the blue path with a water pump spraying in the path and also a jump that crosses the bottle neck for the players on the green path.  The blockade will be made up of general market delivery items such as boxes and carts and also the water pump and the cart on the other side.

close up of level map focusing on the market place


colours arrows represent paths that the player can take
in accordance with the level map as seen above