Hi everyone
While recently I have been busy and I'm not connected on IRC especially when Auria and Hiker are there, I'm still working on SuperTuxKart and I want to share with you my recent progress.
1) For the upcoming release, Ravenbridge's Mansion is now mostly finished. All main sections of the map are now done, items are placed.
While a few details there and there remains to be done, the map can be released soon, of course gameplay needs still some minor adjustment/tweaks.
Each section of the map as it's own style and own appearance.
- The main road to the mansion
- Inside the mansion (with two different rooms to explore)
- The swamp with the old bridge
- I need to create a small video to showcase the new track and maybe a poster.
2) For the future, I started some tests and concepts
- I created a new GUI concept, while our UI is fine in most of the case, there are several limitations especially in the flexibility (adding/removing stuff).
I think this should be improved and also simplified from a design point of view (currently a lot of stuff are hardcoded into STK).
For instance adding or removing a menu is quite difficult.
Maybe we should also investigate the use of a third party library to do the UI stuff for us, like QML.
I also think we should (at first at least) simplify the visual look of the GUI to reduce the amount of work needed when we have to expand it.
I created a quick concept art with the main menu and the setting menu.
(Icons and general colors would be of course the same to reduce the amount of work).
- I created a new logo for SuperTuxKart, while the general shape and the color palette is the same as the old one, we have now a .svg version of our logo.
This is useful especially when creating large scale posters, or for high resolution monitors to avoid the low res/pixelised appearance.
It will be used when we will do the first release on Steam probably since it requires some tweaking/polishing
- I also started some tests regarding linear tracks (like going down from the top of a mountain), advanced materials (like objects using metalness/albedo) and massively animated maps, but more on that later .
Let's first release this version.
Sam