No waving palm trees or white sands, but rough industry and large factories on the shores: Industry Beach. This is where you don’t want to be unless you want to race!
This car is named ‘Sturmwalze’. Reason is: it’s fast and is has 3 huge tires in the back. It drives fast, but is hard to handle. (Yeah I love physics!!)
The texture still needs some work.
Update: Added WIP texture.
A new vehicle has born: the Blastback. I created this model a few weeks ago, but today I finished the interior. Its still kinda crap and not finished yet, but I still want to show it off.
Triangle count: 8.000
Driving a computer controlled car around the track.
Last few day I worked on the vehicle AI. To get the AI working I did 2 thing: created AI itself and scattered “control points” around the track so the AI knows where it needs to go.
The AI is very limited, but works well. The only thing it does is follow the track, brake a little in tight corners and goes full speed on the straight roads. As it is not very thoughtful and always brakes too late, it often crashes into the walls. To compensate this, the AI has the ability to drive backwards and steer a random direction for a short period of time. Most of the time this is enough to follow the track again. Also vehicles are not aware of each other or objects/walls on and around the track.
I made a movie that I put on YouTube to show what the AI does certain situations. The movie shows only AI, no input is given by a human being. I also enabled the lights on the car for a more visual-appealing look.
ps. 1: Sorry for the choppy frame rate, I think my hard disk is fragmented.
ps. 2: The white dots are the places where lights are located.
For the PGD Annual our team agreed to create a “state of the art” arcade race game that features stuns like loops, corkscrews and jumps.
About the game
This is a race game that is all about a high speed adrenaline rush. 3 (4 if time would let us) different vehicles to choose from and 3 tracks to race on. Each track has a difficulty rating that is either easy, medium or hard. It can be played in single player mode as well as multi player.
To try and get all this adrenaline flowing Hell Tech Game Engine is used in combination Newton Game Dynamic for physics. The tracks are predefined points with spline lines between them extruded to create nice curves, so the car would drive smooth. Also we try to have some network multi player up to 8 or 16 players.
We created a Game Design Document which briefly describes that we make a race game.
The progress so far: we have the engine and the physics in place. These still need a lot of tuning to do on the car as it can drive, but it constantly fly out of the curves, dramatically rolls over and finally comes to a full stop on its roof. And this all with no sound!
This leads us to a quite a big to do list. Tune the physics, create all the game logic, AI, make levels (tracks), textures, models, sound, music, menu… Well, everything except the engine and the physics.