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Development:Chill (PlayStation)
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This page details development materials of Chill (PlayStation).
Found in the source code are numerous unused assets.
Contents
Unused Graphics
Root
A ground texture.
EXECUTE/TEXTURES
An unused crude save icon.
BROWSER
An unused board.
FRONTEND
A mockup of the board selection screen, an unused loading screen and a joke screen.
SHOTS
An assortment of in-game screenshots.
Unused Text
RUSS/TXT
CANYON.TXT
Specials & requirements for Canyon track ======================================== A) Avalanche ------------- Need modified canyon segment off Pete, Activated by strip tag or just track number & strip number. Camera position: - Distance - Above & behind - Above and to the side with no dynamic sweep angles. - In front and above looking back. Camera Zoom, closer or further away, fish eye? Collision detection, using strips affected & fraction avalanche is on. What happens when player is caught, does he tumble in loads of plume & player lost under avalanche. Board & feet sticking out of snow? Avalanche needs to be told it has caught the player & camera does something different. Message saying you have been caught, game over message?. Use the wipeout anim, when a jump is really screwed up. Screen shake, when & how much? & looping rumble with volume level based on distance of player from front of avalanche. B) Falling Rocks ---------------- Need rock objects loaded in, & placed on track. Rocks tumble down specially designed parts of the track. If its a canyon then the sides are steep & rocks will look silly falling straight off cliffs & going nowhere. Do gravity & getYat?, follow strips height and stop after a set time? Triggered by tags on strips, same as trees. Collision detection done with bounding box on object. Sound fx of rolling boulders. Yeti cameo in tunnel? and pushing rocks.
FOREST.TXT
Forest Track Specials & requirements ------------------------------------ A) Parachute Jump at end ------------------------- Trees close in to top of cliff forcing the player to board through single gap, where a parachute pickup awaits. After picking up the parachute the player flys off a huge cliff. The camera stops at the top of the cliff while following the player as they plummet down. A parachute automatically opens (model or texture sprite??) and the camera swaps to 1st person looking down between the players feet & snowboard. Below this is some cloud cover?? with the target area beyond comprising of a bullseye landing object, and a few buildings, some crowd?. The non segmented parts of the strips will go on until they are no longer visible. Cell sizes can be one huge quad? or a variable size depending on the players height?, they can have trees on? at set intervals, or random? trees could be a good excuse for continuing on forever. what does the background look like? standard mountains or trees, high up in the valley or low down. B) Falling Trees accross path ----------------------------- Triggered by player arriving on set strips, the trees need to be ahead of the player when it happens. There will be a list of trees to fall down, which will have a current pointer to the next tree to fall down. As each tree is triggered by the player arriving on a strip with the tag set to a tree collapse, the next falling tree pointer will increment.How tough is it to modify the tag of a strip to indicate where a tree falls down?. Collision detection, active only after tree has fallen a certain amount, and changing depending on how much tree is close to the ground.(use the log collision , but modify it dynamically.) Which way and what rotation do we use to deform the trees. The trees need to be a new type of object, cos the pseudo 2-d trees will not cut it. Will proper 3d trees stand out in the forest, and therefore be avoided?. When falling, the trees collapse with a large crackling sound. There will always be a way around these fallen trees so if you slow down you can skirt around the fallen tree. The tree objects will be fully blown trees which fall down in narrow sections, you will not see the lower parts of the trees, because they will be behind the hoardings.
SCHEDULE.TXT
what I sent to Mark Walden for the Schedule for ECTS on the 7th - 9th September. Deadline 1st September Old spec, which will have to be anulled or something like that had me on: * FMV * Engine optimisation * Debugging & tweaking * Track FX including - Avalanche - Race against car & maybe - Ski-Jump - Yeti-Race New spec for ECTS, based upon what tracks will be ready: * FMV (as they come in from Glassworks) will be in game 2 days after all renders are received. * Engine optimisation. * Track effect: Avalanche on canyon track (depends on receiving modified canyon track from Pete) 6 days. from 22/7/97 - 30/7/97. * Debugging & tweaking (Texture depth sorting) 5 days from 31/7/97 - 6/8/97 * Track effect: Parachute section on forest track 10 days from 07/8/97 - 20/8/97 * Track Effects Falling rocks on canyon track & falling trees on forest track 5 days (depending on supply of rock & tree objects, and modified tracks.) from 21/8/97 - 28/8/97.
A schedule that consists of various things that needed to be implemented before the game would be shown off at ECTS 1997.