A surreal driving experience. So Dada. Much Wow.
Programming by Taylor Morris 3D Art by Valerio Terreri Level Design Adam Grosse
Music by Samson Li (2, 3, 4) and Simon Cho (1)
Created for Global Game Jam 2014 (Vancouver). 48 Hour Deadline version here - http://collapsingspace.com/blog/unity/Nightdriving_jamfinal_48hrs/Nightdriving_web.html
Three things I like:
- The wacky ass concept behind the game from the start is actually still kind of there in the final game. This is about the most affected thing I have come up with but at least it has origins in a stupid joke... what if you mixed this 'first person drifter' genre with the more traditional video game definition of 'drifting' aka tokyo drift. That's pretty much the original idea that I had jotted down, later simplified to "Gone Home meets Need For Speed," and YEAH! That is still pretty much the game. You take in this weird world and do a bunch of e-brake turns and do some sweet jumps. It's what I like about video games expressed in the shortest, stupidest possible way.
- We made good use of the jam environment, despite all of us having not done this sort of 'show up at a building and make a game for 60-70 straight hours' thing. A lot of creative decision-making was involved in figuring out how to construct as few assets as possible, which was a pretty good approach. It would have been nice to have had more content in terms of terrain and models and especially interactions, but I really like all of those things in the final game. The car is hilariously awesome. We could have tried to do texturing or surface materials with it, but it probably honestly looks better without them.
- This was the project where I really knew Unity and C# were really starting to click for me. There's nothing like being thrown into the situation of having to get everything working in two days and having to put down your pencils at the end. It really solidifies skills and quickens your ability to select the right tool for the job. As another benefit, it's a great way to get to know a new part of your toolset you don't use as often. For me, I got to know lighting and rendering options in Unity pretty well, along with all of the programming to make the car work and all the crazy random controls doing different things. Good stuff to be comfortable with.
Three things I don't like:
- With that last part about how much time I spent with lighting, yeah. I think that the amount of time I took figuring things out and getting the basics working prevented us from creating more content. There wasn't any art capacity for it really, but I would have liked to do more level design for this as well as a lot more interaction design. No time for it in this go around, but hopefully in a future project.
- Continuing on from that, learning Unity is fantastic but I can't wait for a future game jam where I'm not fighting the engine as much. I guess it comes from having worked with it for less than a year but also there's just a lot to learn with making 3D games. From the stuff I can feasibly understand to the stuff that is so unfathomably complex I just need to memorize the right settings to use. Almost wish the game jam was two weekends with time off in between.
- The original plan for the game was to have every key on the keyboard perform some action. We didn't quite get to that, and understandably so, but that is a pretty cool plan. Stupid and silly and pretty unlikely but that's this game.