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Download Lemme Smash for windows and mac – GRAB IT.
… AND NOW FOR SOMETHING COMPLETELY DIFFERENT
Frece is currently working on his project Exodition. Explore and download a demo on Steam – GRAB IT TOO.
The greyish stylized frames lets you think of engines, muffles and chrome:
Additionally a chrosshair for aiming enemies is integrated:
Another thing is choosing the right color for a logo: RED in our game stands for aggression and hard smashing bumper cars.
“Red is the color of extremes. It’s the color of passionate love, seduction, violence, danger, anger, and adventure. Our prehistoric ancestors saw red as the color of fire and blood – energy and primal life forces – and most of red’s symbolism today arises from its powerful associations in the past.” (Source: Colormatters)
Some rally stripes in checkerboard pattern are a reminiscence to a race’s checkered flag.
Off topic: Image above shows Formula 1 marshal on the left accidentally waving checkered flag one lap too early – muhahaha.
Finalized is our temporary game logo with crossed screwdriver and wrench to symbolize WIP (not VIP) status of our game and it’s logo. And here it is:
No rocket science about logo design, right? But as I always tell my students: For each and every single piece, form and color in logo design, there should be a reason.
But what the hell is that yellowish thingi in the center? Well, we’ll talk about that in a later post.
More info on BumperCar game – GET BRANDED.
Greetings neverdowell
]]>BumperCars are now ingame as you can see and hey – they’re pretty colorfull aren’t they? But how did we do it?
First of all, freeze did an unwrap (artitsts stuff meaning to unfold a 3D model into a plane in 2D with a digital magic wand or maybe blender – did not listen very well to his explanations). Since Unity uses PBR (Physcally based rendering), we need several image to create our materials for base color, metallness, smoothness and a normal map for tiny details.
We could have used different base color maps, one for each color, but then we would have to change it over and over again for each possible color. That’s rather stupid and boring work to do. That’s why we thought about creating a shader with Unity’s Shader Graph Package. But there are areas, where we want a color to change and others to stay. Though we added a grayscale mask map, which defines white areas to change color and black, which will stay unchanged. At last we need color and brightness values. Now wer’re able to change a color on the fly. Nice, huh?
Et Voila, here is an overview of our MaskedColorShader and our material for the blue BumperCar in Unity.
Maybe in a later post we’ll explain that shader in detail, if you’re interested in. So long, and thanks for all the (colored) fish.
More info on BumperCar game – GET COLORIZED.
]]>Maybe something like this?
or like that?
A new bumper car is coming soon…
More info on Bumper Car game – GET VALANTINED.
]]>Creating a cart was the first step. Next we needed a driver. We plan to have many drivers, but for first testing purposes this dummy will do a good job =D
More info on BumperCar game – GET CRASHTESTDUMMIED.
]]>Our very first bumper car sees the light of the day. There will be differnt cars to chose from. What you think? =J (I LOVE Blenders new eevee)
More info on BumperCar game – DRIVE IT.
]]>Starting on a brandnew project! First basic mechanics for a bumper car game in Unity.
More info on BumperCar game – GET SMASHED.
]]>More info on Sinethi – GET IT.
More info on BumperCar game – READ IT.
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