Auto Museum 64: The official post mort ’em + cut content
A few people were kind enough to write up on the game!
(going to brag here a little and mention this is the second time I’ve been featured on rock paper shotgun)
Was originally going to do a series of car focused art using some of the 3D models. Specifically
Jenny Holzer’s BMW V12LM art car
Jonathan Schipper’s The Slow Inevitable Death of American Muscle
Cai Guo-Qiang’s Inoppertune: Stage One
I cut these for time mostly, also it kind of changed the focus of the museum? It would be a bit more work too. Wanted to put them in to better educate players on just art in general.
I also left out several games, including the Formula 1 games, one or two racing games I didn’t check, and I wanted The Flutter from Megaman Legends, but ultimately the effort to do so had outstripped my energy and momentum. I also left out the Star Wars Podracers because even though it’s a very good racing game and this is clearly within fair use, I didn’t want to chance getting the ire of Disney.
Learned a lot about blender. Knowledge of a tool is always good, and I learned a bunch of shortcuts in dealing with model restoration, specific to texturing. I would estimate that I am probably a leading expert on this very niche subject.
Seeing how a lot of old games did texture mapping, especially given the constraints of a 64×64 texture and very limited polygons. I think if I wanted to make a similar style game I’d have a very good starting point. Studying the AreoGauge and Ridge Racer 64 models in particular is a good lesson in using bold, distinct colors and designs for a better look.
Learned (sort of) how to cut content. This is a big one, and I think it’s a combination of several factors. One was “I don’t want to work on this forever”. I did not have a set deadline but I had originally timeboxed it to one week. When I saw the entire scope of the project I began to cut more and more stuff, like extra cars from each game. Towards the finish I had the attitude of “Well, maybe 50 people are going to download this” which was partially to set expectations but also to lower the bar for myself so things would be “good enough” without taking forever. There’s a lot written up on why you have to cut content from a game to ship, but it takes working on a project to really get a sense for how to cut and why.
This game did much better than I expected despite being about 1/4th the vision I originally intended it to be. Laziness leads to innovation and shipping.