80's Overdrive - #2 - Time Attack mode (Pseudo 3D Road)

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  • เผยแพร่เมื่อ 31 ม.ค. 2025

ความคิดเห็น • 7

  • @MLBhunter
    @MLBhunter 2 ปีที่แล้ว +1

    Sincerely, the game looks almost good, and the intersection effect is more detailed, but the road divided in stages, is more bigger (in the map of main menu), very good music, but, the gameplay is a mid-defficient, not than splitstream

    • @JDoucette
      @JDoucette  2 ปีที่แล้ว

      I feel the key gameplay issue is lack of engagement. The road says straight for so long, and then when a turn comes up, you don't even have to slow down. (The only challenges that engage you are the opponent cars that are darting left and right.) When you finally reach a turn that requires your attention, you have no skill to slow down and maneuver, since you haven't done it yet. While the art work is amazing, the graphic aesthetics also don't pull you in -- the road doesn't dive up and down. It's too "static". More engagement please!

  • @random_precision_software
    @random_precision_software ปีที่แล้ว +1

    can you do a Unity version ?

    • @JDoucette
      @JDoucette  ปีที่แล้ว

      This game is not my own -- I simply had to play it because it uses a similar pseudo 3D road engine like the one I have made in my other playlists. I am not active in Unity however.

    • @JDoucette
      @JDoucette  ปีที่แล้ว

      To make this kind of engine in Unity you would either have to convince it to render 2D images and sprites, and get it to render very thin, horizontal scan-lines (1 pixel thick, or thicker if you want a low-res, retro feel) for the road, which you can slide left-right to fake a curve.

    • @JDoucette
      @JDoucette  ปีที่แล้ว

      Or you would have to render the scene in 3D, and have the road actually be in 3D (i.e. goes into the screen, away from the camera), and the camera always faces the same direction, the road always moves away in the same direction, and all objects can be "billboard" images / sprites that always face the camera -- but move closer and further away. Then the road can "fake turn", even though it's in 3D, by sliding to the left or to the right as it moves away from you.

    • @JDoucette
      @JDoucette  ปีที่แล้ว

      The key thing in either the 2D or 3D model is that the 3D is faked -- pseudo 3D. Picture the camera staying still, and you "generate" the road from the camera outwards. So the road is always moving away from you straight, where it touches (or is near the camera), and then it will curve (moving left and right to fake a curve) as you "generate" the road into the distance. It's almost like the road is a snake and can move around dynamically, but you make it do so in a way that appears to be consistent with a real road as if you were driving through it.