Wind rush - unreleased
dreamsail games
June 2015 - September 2015
Wind Rush was the first game I ever worked on (excluding tutorials or small personal projects). I joined the team after several months in development and the project was killed after a few months more. It was a super cool project, and honestly a very fun game as well but it was too ambitious and ultimately we lost interest in it after it went into hibernation for too long.
My Role
I was the third programmer to join the team on Wind Rush. I worked on several tasks such as replicating movement for online multiplayer, user interface, sfx implementation, and track ‘ghosts’ - competing racers that were simply following a pre-recorded trajectory but gave the illusion of a competitive race even while in single player.
Technology
Unity Engine
Challenges
For me the main challenge was just trying to learn everything I could, because I knew very little coming into it. For the project I think there was a lack of direction. Lots of ideas but not a very clear path forward at any given time. The project floundered when it was decided that it would be started over again in Unreal Engine. At this point many of us were transitioned over to work on Blade Ballet, and after a few months on Blade Ballet it seemed like most had lost interest in Wind Rush.