Space Dust Central has been super busy since our last blog post. The transition from Unity to UE4 is complete, models are being made, concepts scribbled, tech developed and gameplay implemented… and Beans has just continued being awesome.
Just a few days ago, Michael stood up online multiplayer for Space Dust Racing. We’re able to create and join online matches, which all came together surprisingly painlessly thanks to the mature networking support in Unreal Engine. Despite our core gameplay focusing around couch co-op, we can already see the value in having an online multiplayer build so early in the development process. We can playtest remotely, and with Skype running in the background we’re finding this is great for brainstorming ideas while we race around the track.
My my… is that a shark missile!?
Yes indeed… mounted on a giant spring no less! Grigor and Pops have been building and animating our first batch of weapon models (there are more in the works). Obviously these are the raw mesh without texture, but it gives a good indication of where things are headed! Included is an orthographic projection of the Turret Gun in the top right, continuing on from the last blog post about art process.
The setting for our first level is Herman’s home planet…
“Eons ago, Herman’s distant relatives (simple hermit crabs) were abducted from the “Hermit Hut” pet-store by aliens with a penchant for interstellar marine biology. On the return journey they crash landed on a tropical planet we now know as “Clawtopia”. The hermit crabs survived, and surrounded by the futuristic (and slightly oozy) wreckage, they quickly evolved into the highly advanced crustaceans that you see today. Herman is their champion.”
Below are some of the initial concept sketches – we wanted to get a cool contrast between tropical island and spacecraft wreckage, and also multiple terrain types within the one level. The actual track shape is different from what you see here – these images just show thematic direction.
Sarge and Tank (a love story)
Continuing on from our last post, you can see the original tank concept sketch, and below it the final raw 3D model. A few things changed along the way – like the tracks have been fattened up considerably, and the side of the cockpit altered so you can really see Pops’ cool character animations.
On the right are concept paint-overs showing the skins we’ve decided to go with. Grigor is continuing work on the build of Sarge and his tank, so hopefully will have some images of the final product in the next post.
That’s it for this post! Thanks again for stopping by to check out the development of Space Dust Racing.
As always, if you’ve any comments or questions or thoughts, please post below!