I’ve tested how does it look, and how it impacts on the performance of the program, some advanced level-design: it runs still well, and the overall look of the game becomes much more similar to something like GTA 3 but with a top-down view.
A video illustrating this, is here:
https://youtu.be/qMYGIPiJFY0
In short, I conceluded that some improvements on broadening the freedom to define the shape of segments of roads, will improve on the GTA-ish look, certainly ; but also that the importance of implementing even a very very basic terrain in the program, is crucial to entitle it a full-blown GTA clone, not just an advanced 3D urban environment-renderer. Where even a random-generated and then automatically post-processed terrain can do 100% fine, as the focus of the program is not so much the terrain, even if at some point it’s contribution is needed.
I’ll try to come up with the next version offering an extensive but still yet modest preview of these planned enhancements.
0 comments