Rust Racers Update #4
One thing we discuss a lot internally is the first map of the game. It might sound weird that we haven't prioritized it earlier but if you take into consideration that the playable area of the map is generated by an algorithm the "map" is essentially just a skybox; something to give the playing field a bit of context and depth.
We wanted to create some variations in what you see and where you play so we're putting some effort into designing a city that lets us restrict the player geographically but still offer variety while adhering to the lore of the game.
If you've followed Rust Racers for a while you might have seen the mood setters for two of our map concepts: Grind Canyon and The Devils Pit. The current idea is to suspend the city over a molten chasm. Each arena is in a different location of the city.
We want a strong contrast in living conditions between the corporate elite and the subjects of the city.
The cel shading gives it some borderlands vibes and we're eager to explore different shading techniques to see what works best with our art style.
Arvid, Max and our intern Daniel are making some really good progress on the assets. Some of the props have yet to be UV mapped and textured but here's a little sneak peak anyway:
Once we get closer to milestone 1 you'll start seeing some in-engine content but for now concept work will have to suffice :)