Devlog 5: Creating Questionable Cars


Greetings, reader!

After Rotor Drift's prototype release, I wanted to focus more on the game's systems and world. The first thing on the chopping block?

Cars!

Sorry, but no planes. 

Currently, the game only has one vehicle, the "Rogerfordson" Standard (Worldbuilding 100). If I wanted to keep the game fresh and increase replayability, I would need different automobiles to drive with. Plus, more vehicles meant more names and backstories, which helps worldbuilding. Certain vehicles would have the same manufacturer, and each one would have a detailed description. However, they need different stats.

Stat Design

After some thinking, I thought up three stats: Acceleration, Braking, and Steering. Each car would excel in some, and falter in others. I then decided on four vehicle archetypes.

  • Standard: Performs decently in everything.
  • Heavy: Has little acceleration, but lots of braking and handling.
  • Light: Excels in acceleration, but does poor in braking and handling.
  • Antique: Above average speed, mediocre braking, and poor handling.

With this, I was ready for the models!

3D Modeling

When it comes to modeling, Blender is the king. With it, I built the three new archetypes from the existing standard model in roughly an hour and a half. You can see how I made the antique design in the video above! Speaking of which, each archetype has a general shape:

  • Standard uses the general look of a stock car
  • Heavy uses the shape of a truck
  • Light uses the shape of a small drag or F1
  • Antique uses the shape of, well, really old '20s cars

Check out the images above to see the result for the new archetypes! Creating vehicles is a big step for Rotor Drift's content. 

Stay tuned!

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