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Test Course Terrain #4
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Two course concepts I came up with: I'm looking into expanding the second one into a full map with long winded cart chases before reaching the free-for-all brawling putt. Some ideas I noted from the forums:
In case of the tee: do we want all players to start at the same place or separated? |
I think at the same place fits best with Patrick's idea of a race-to-the-hole type approach. A lengthy fairway in the leadup to the green feels like it'd be worthwhile as well. Love the atmosphere that your concepts have! |
Concepts for the straight-forward, long, winded course. Probably needs to stretch it out even further but I wanted to get a good idea for the terrain first and foremost. Legend:
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The bridge idea is pretty neat, but I suspect we'll want to stick with simpler stuff to start with. I'm currently favouring number 2, but number 4 also has some interesting elements. Great stuff! |
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Looking good! I think 9 and 10 are starting to get to the sort of scale we're going to need, although they all have interesting looking obstacle placement - definitely something to play around with as we progress :D |
Using this video here: I edited the test course to use the method of separate mesh/collision mesh files. @Taekon In number 7, are those extra cart trails? If so, I like that idea. Once we get a good scale reference sheet going, I'll start blocking out a course based on your sketches. Are we going to use the Unity terrain feature or are we going to have it modeled out in Maya/Blender and then imported like my test course? If Unity, then I'll need to re-download it and start watching tutorials. |
@fatmandu Oh gosh I didn't see your post from 10 days ago, apologies! The horizontally striped areas are tall cliffs. You can drive up the hill from the bottom and fly your cart off the edge! Here's a test course concept with a relatively fitting scale: Thought a good test course would allow lots of room for the cart driving. I added the bottleneck hill for a suprise jump :D. If the waterfall/stone wall isn't in yet, we can just use tall trees with collision to populate the borders. |
Nice work! Some feedback on the course we've got in the game at the moment: I feel like that's a super small hole. |
Hey guys,. it took a bit longer than i had imagined. so i tried to make them of scaling difficulty meaning that the maps have different difficulties, this can lead to some nice meta-game-play once players get to know these courses. I also think that the bushes mentioned before are a great idea, but i did not add those locations on the sketches because they can be added in later stages. The green is an interesting thing though, as we currently use it as an conventional green I think that we can make it into a more interesting gameplay element. We could make the green overgrown or consist out of tall grass. This would add a decent second chance for other players once an player reaches the green because the tall grass would slow down ball movement, it could also create a nice visual difference that could contribute to the mayhem. let me know what you think about it! :D |
Looks good! Playtesting is going to tell us a lot about how well cliffs work from a gameplay perspective. It may be that they become awkward bottlenecks rather than fun obstacles, but it's definitely important to experiment and explore what works and what doesn't. At this stage, preserving normal golf type mechanics are the direction we're going in, but feel free to pop your long-grass green ideas in the Longer Term Ideas wiki page :) |
We'll need a test course to practice our (golf) driving and (cart) driving on.
Ideally this should include a tee, a hole, a green, some fairway and some rough.
For now, let's steer clear of sand traps, water, landmines, etc.
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