The scorching heat of the desert pairs perfectly with the transparent material of the ghost! Especially the blurring effect during sandstorms makes the ghosts appear and disappear intermittently, creating a very atmospheric atmosphere. The timer of UI is designed in the shape of an hourglass, which is also very in line with the theme! However, the color of the sand dunes is too monotonous, and playing with them for a long time can easily cause visual fatigue. If some details of oases or ruins could be added, the picture would be more rich.
L1t055
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I am very excited and satisfied with this Unity3D racing game, especially the part about vehicle handling. This game demonstrates a high level of creativity, allowing players to experience driving pleasure in a virtual world that is different from reality. The car not only has a unique appearance, but also has a highly personalized handling experience. This innovative design concept not only increases the playability of the game, but also allows players to feel a sense of freshness during each gameplay process.
However, while enjoying the game, I also noticed some areas that need improvement. The most important point is the issue of displaying important information in the game. At present, key data such as speed, time, fuel, etc. in games may appear on the screen at specific moments, but sometimes they may appear unstable and easily overlooked or missed by players. This may result in players making incorrect actions at critical moments due to incomplete information, affecting the gaming experience.
This is a highly completed racing game, and the team has demonstrated extraordinary development capabilities under Caleb's outstanding leadership. As the core leader of the project, Caleb not only developed a clear development roadmap, but also perfectly integrated the strengths of team members with his excellent coordination skills. Under his leadership, the team overcame technical difficulties and ultimately delivered a fully functional and smooth racing game.
Advantages:The most prominent feature of your level is its carefully designed user interface system. The UI layout follows a clear hierarchy of information, and important data is presented in the most intuitive way. Players can quickly get started. The overall visual style is highly consistent with the game theme, and the color matching is scientifically reasonable.
Disadvantage: In terms of operational experience, there is still room for improvement. Suggest introducing a more realistic tire friction model to make the force feedback during drift and steering more delicate. Finally, it is possible to consider incorporating gearbox simulation to make gear shifting operations a part of game skills. These improvements will significantly enhance the professionalism and immersion of the game.
This Unity grey box work performs well in terms of functionality: smooth character movement, natural scene switching, clear logical use of props, and basic implementation of the expected core gameplay loop, indicating that the author has a good grasp of the Unity basic framework.
But there is significant room for improvement in interface interaction design: the button layout of the game interface is crowded, and the recognition of some key function entrances is insufficient; The button occupies a relatively middle position, blocking the object and making it difficult to intuitively perceive the state change during operation; Control overlap occurs during mobile adaptation, affecting touch accuracy.
On the positive side: Your gray box cleverly embeds the core control logic into the "road sign" system, completely breaking the traditional UI floating feeling. Players control vehicles through directional signs in the scene, retaining the immersion of an open world while achieving natural guidance of functional entrances. This kind of detail processing can be considered a stroke of genius.
However, I have some suggestions: Although yellow blue color collision has high contrast, it can easily cause visual fatigue during the gray box stage. Perhaps you can lower the saturation: change the pure yellow color to "beige+gray", shift the blue color to # 4682B4, and reduce the fluorescence. Even in the next stage of development, the color scheme will be dynamically adjusted based on weather/time - bright yellow blue will be used on sunny days, and a gradient of cool white and deep blue will be used on rainy nights. This is a good example: the "orange background black text" warning sign logic of German traffic signs highlights the core functional areas (such as danger warnings) with "amber gold" and retains low saturation blue for auxiliary information (such as navigation).
The current completion level of the gray box stage is impressive! The logical hierarchy of the UI framework is clear, such as independent management of the main menu/settings/game interface, excellent button interaction feedback, and smooth navigation. The basic functions are sound, and the completion rate of modeling is particularly high
However, it is recommended to focus on optimizing the smoothness of operations in the next step, such as reducing button response latency, unifying navigation logic, and doing a lot of resolution adaptation. The functionality can be limited, but it must be refined. Polishing the core experience will be more conducive to subsequent development. Continue to maintain this progress, but pay attention to the refinement of details.