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18 September, 2013

Touring Car Arcade Racing Game, Update of Afternoon 5

Seems like I get most work done on Tuesdays and Thursdays, as the last 5 entries have been on the nights of these days, interesting to know!

I'm still working away on my game. I call it a 3D arcade touring car racing game.  Im thinking of two possible names for it using abbreviations:

  1. TCAR (Touring Car Arcade Racer)
  2. TC-CAR (Touring Car - Championship Arcade Racer)
What do you think?

#Progress

As the screenshots below, I've added barriers to the game, I do this by driving to the start and end point of each race track straight and recording the position and angle of the car.  I store this in a textfile under the circuit name, and then the game loads the barrier positions and works out how many sections of barriers can be fitted between the start and end positions that I recorded.  I've also added trees, which are automatically created a certain distance behind the barriers.

It's not perfect, as it's only working properly down the x-axis at the moment, but that's a small fix to make in the future, the important thing is that the system is in the game. 

I've also created the sky dome  Which draws a graphic representing the sky on the inside of a giant 3D sphere that surrounds the whole game, this means that the sky is different in each direction.  The current sky graphic has been borrowed from Google images, and I'll eventually replace it with my own. 


#Fixes and Improvement

  • Better checkpoint detection
  • Improved the cars initial grid positions so they start all lined up in a 'zig-zag' way down the road as in top motorsport racing. (I still need to add the graphics to show the grid lines)
  • Fixed a problem with the game creating too many checkpoints.
  • Fixed a problem with the game increasing the car's current checkpoint at the start of the race before the car has reached that checkpoint.

#Latest Screenshots:


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