I understand that some people are wondering why I’ve been bothering playing with color and shadows in DriveyC++ instead of just sticking with the distinctive CameoVision [silhouetted] look of the current demo. After all, existing driving games are loaded with color… not to mention texture and bumpmapping and lens-flaring etc etc… so why don’t I just stick with the thing that makes Drivey unique [as well as fast and easier to code]?
The short answer: I’m a compulsive tinkerer.
The long [rationalized] answer: My programming style is very experimental, and not particularly goal-oriented. This means I will generally pursue ideas that interest me at the expense of ideas that might help pay the rent. I think the CameoVision look is cool, and am by no means abandoning it, but it’s important to realize that it emerged as a direct result of me messing about with what was originally to be a simple Night Driver clone written in JujuScript.*
Tinkering leads to new ideas… occasionally even good ideas.
* First I made ugly white oblong posts on a black screen a la Night Driver… then I added nice bezier-curve road markings… then I thought up a better way to make posts by extruding curves instead… then I made some posts taller [into poles] but found that a bizarre limitation in my extrusion algorithm prevented me from allowing them to cross the horizon line… then I tried making the posts the same color as the ground and only drawing the parts above the horizon, and coloring the sky differently… and that’s the story of CameoVision.