Wednesday 21 December 2011

whole map


  1. bridge
  2. fields
  3. farm house
  4. barn
  5. stable
  6. *oops*
  7. manor
  8. fountain
  9. bridge over river


Tuesday 20 December 2011

moar maps


i wanted to make a map that didn't involve so many tight bends as they did before. the corners won't be exact right angels like they are here but i think the more spaced out the better. it would be quicker to totally avoid the alternate route but i could add a water tower there.


to make the map more interesting i added a jump which could cut out a section. players would need some kind of speed boost if possible to be able to make a successful jump. i'd have to think about where the player would go if the jump wasn't successful.



another point that could make the map interesting would be to make players drive under/over parts of the map. but this could make the village seem more complex and the concept of a bridge has already been included when players drive into the village.


for this map i've looked into adding an extra area for the water tower along with adding a jump as a short cut which requires some sort of speed boost. im starting to get a developed look i feel could work. i need to now think of how the assets will fit into this style of path way

maps for village

I've been trying to plan out the path for when the player reaches the small village across the bridge. i want it to be small but with a range of different paths with different lengths/shortcuts so players need to figure out which path is the quickest. i can also add a risk reward for the placement of water towers.

the circle represents the end goal 

this may be too simple and short and it only splits off right year the end and seems quite pointless. doesnt leave a lot of room to add buildings and assets

the flow of the two split off sections are far too similar. they are also too bendy and i worry about weather the  style of car would be a belt to bend around them. the longest path to the left is the longest compared to the other. players would need to try each path to figure which is easiest. the split on the left road may be a sharp bend.

there aren't as many sharp bends so close to each other in this one. having three entrance to the goal is quite interesting  it may be better to have one path to the goal tho so players can battle it out right at the end. 

i quite like the flow of this these paths. there are less bends that aren't as extreme.

Thursday 8 December 2011

map development: farm/countryside part

so i've decided i want to base the start of the on the country side with a farm and fields which will then lead to an upper class side of town. 

here is my first initial thoughts of how the cars can pass through the farm area. i used a road going through the country side with a fenced off farm on one side and on the other a barn with stables. i thought about how the player can find water towers and placed one behind the stable so they can choose to keep driving down the road or go around the barn and stable to collect water.


the above idea followed onto this sketch where players will drive down the road to the farm and will be able to drive through the gate attached to a stone country side style wall which surrounds the farm. as they drive through the barn, stable and house there will be an opening to a field of crops which will then lead into the open field. players will be guided over hilly terrain where they will jump over the edge of the field back onto the road.

developing my idea further i thought about the players starting on some type of bridge which leads onto the road. they will navigate onto the fields and through their gates/fences and back onto the road which twists around a victorian manor and past the farm. players can opt the drive around the farm to get more water at a tower. then over a bridge to drive into town.

over the bridge > through gate > drive through first field > through gate > drive around 2nd field > over fence > through 3rd field > through gate back onto road > drive into farm land via gate > around buildings > optional water tower > back onto toad through broken wall

there is also an added split in the road so players have choice where to go
for the split ive thought about two different side to the track. on the left there will be a manor with a fountain and garden in front. players can jump into the fountain (possibly only if they have a speed boost) in and will gain water. on the right will be hilly terrain. this could slow them down compared to the smoother left side.


Thursday 1 December 2011

curse my lack of stopping trains to take photos...

so because i wasn't able to get any real evidence of how i liked how the country side looked during my train ride i've searched google for different results to get a better idea for visual inspiration.


this farm house has a dirt road going around it which in the game could act as a track and the farm house a good point of scenery/obstacle 
these houses are more open with a lake as well. the cars can drive on greenery around the house and around the lake to lead onto a road or fields 
 i like how this house is fenced off. one idea that comes to mind is that cars can drive from behind the house through fields and maybe when they reach the gate they'll have to feed through it as it is so narrow
 i love the idea of these stone walls and the wind road between the two building and fields
this reminds me more of a village style setting. the large house at the bottom of the road and other houses lines up on the side (left) and a possible field/paddock to the right? 
this is another cool layout of the farm with more of a dirt layout. it seems a lot smaller and cluttered which gives me the idea to fill the farm area with assets that players can avoid and drive around 
a church?? this give me the idea to use this type of asset as the focus for my level
i like how the church can be seen in the background from the road 
i love the whole colour scheme to this setting. the bridge in the background could make an interesting setting for the cars to drive over or even under.  
i like this whole set up of the rural village with spaced out houses with the winding road and greenery but it is all still quite close and compact 
this over view shot is really quite useful as it can help with how the level could be set up around the fields and trees but it does look too modern.