29 October, 2013
still alive..
Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been looking at today) or to go 2D and overhead with the racing.
25 September, 2013
Car Racing Game, Still going...
I've been beating my head on the table for a few days and wasted a lot of paper trying to work things out, regarding the AI movement, and how I am going to create the tracks,.
The computer car movement still needs to be improved, but it does look like I'm getting somewhere with track creation:
My two initial options where either to create the track as a flat 2D image, which would have been the easiest, yet least visually appealing option, or create a 3D track. I've finally decided to go with the 3D track option and have made several attempts to create an initial track, that I can work with in this demoing phase, although I haven't added hills or trackside objects such as barriers. But this means that I hopefully can add elevation to the track and give the game more options and possibilities for the future, such as I could have an American banked-oval style circuit or the Eau-Rouge section of the Spa F1 circuit?, that's if the game changes from being a BTCC/WTCC touring car based arcade racing game.
18 September, 2013
Touring Car Arcade Racing Game, Update of Afternoon 5
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:
- TCAR (Touring Car Arcade Racer)
- TC-CAR (Touring Car - Championship Arcade Racer)
#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:
12 September, 2013
Update, Afternoon 4 on my touring car arcade racing game
I'd already implemented a basic system where I can drive around the circuit and record the path the computer cars should follow, but now I've added braking and acceleration areas. The computer movement is still not perfect and needs to be improved (especially the turning which is very jerky) but at least for the moment the computer cars don't whizz around the track at full-speed.
If this game succeeds and I manage to finish it (fingers crossed) I want this game to be editable and mod friendly, so I've created an easily editable file with all the car stats and drivers. So, the player will be able to change the characteristics of the drivers such as their names as well as of the car such as the car's speed, acceleration, braking and weight. Also, the Windows/Linux PC version should also allow the user to create and draw new car liveries (any maybe even 3D models for the PC version).
Finally, I've implemented the system that keeps track of who is in which position, depending on lap-times and checkpoints, although it needs fine-tuning. For anyone who has followed my blog or seen previous posts, they will see that after the initial week, I have often lost motivation for games, when the coding becomes overwhelming, and therefore there are a lot of unfinished games on my hard-drive ( As shown on the basement section of my website).
This time, I think I've started to manage myself better through two tactics; the first, is that I've created a nice colour-coded spreadsheet with all the task I have to do, and organized them by 4 columns:
1. Priority: how urgent is it that I create this part of the game now.
2. Time: How long will it take me.
3. Difficulty: How difficult will it be to do
4. Importance: How important is it to the final game.
10 September, 2013
small update on my 3D car racing game
06 September, 2013
3D Arcade Racing Game, 3rd Afternoon
Today, I've added a system that allows me to record points around the track as a drive around to create a basic racing line for the computer (AI) cars .
Here are some screenshots:
Oops! My first attempt at adding more cars |
More ordered, they're on the grid, but no movement yet. |
Still haven't setup collisions yet |
Lots of cars! |
We have basic movement! With the computer controlled cars erratically going from point to point around the track. |
03 September, 2013
I'm back. Just playing around...
A car on a 2D track graphic |
2 Cameras and it moves! |
My first attempt at modeling a BTCC type racing car |
Lots of cameras |
I'm not sure what's happened here. |
The new track model I made is a little small... and white... |
That looks better! |
Acceleration feels better! |
A couple of corners |
Testing the sky-cam |
Zoomed out to the max! |
09 July, 2013
Seren Nova 3D: Adding Gameplay
I have two free weeks to work on my new 3D space shooter called Seren Nova 3D, so hopefully I can keep progressing. I'm now focusing on game-play, such as what happens when the enemy or player is shot and collisions.
I'll keep you updated
27 June, 2013
Seren Nova 3D : More Enemies
18 June, 2013
3D shooter: Progress
I been working with the control system and thanks to some nice helpers at the Blitz3D forum learning about movement and control in 3D games, as well as some theory about the targeting system in Star Fox (aka Lylat Wars in the UK).
Now, thanks to this great help with working out the movement and adapting some code kindly given to me, I'm pretty happy with how the ship moves.
Over the weekend I haven't been able to stop thinking about the game and have come-up with some ideas for names:
Seren 1 (seren is Welsh for star) Serol (welsh for stellar, could use it with a name, such as the pilot or squadron) Galaeth (galaxy).
Regarding how it plays, I'm considering two game modes (ideally, I'd like to have them both): 1. A survival mode, where the player has to survive as long as possible and random enemies are created, this would be the easiest to implement. 2. Story mode, where the player has to travel to different worlds or environments, such as in a city or in an asteroid field. This mode will depend on how confident I feel in my programming abilities as I am learning 3D game development as I go.
14 June, 2013
3D Space Game: We have buildings!
If I do finish this game, levels will either be in space or above the ground on planets. One question to do with levels that I've been thinking about are whether to have fixed pre-designed levels or randomly created ones.
The planet levels will be in different locations, such as above a city, in the mountains, above lava.
So, today, I've been trying to create a city and playing with adding randomly sized and placed buildings in the level, and they work quite well in that once they disapear behind the level, they are moved into a random position in front of the player.
The player approaches a dense city |
Inside the city |
A city with 'thinner' buildings |
3D Game 2013: Fire All Lasers!
12 June, 2013
3D Exploration, now with proper targets...
11 June, 2013
3D test, still going...
3D, Testing the Waters
Today, I've started to have a look at what it would take to make a 3D game using Monkey and minib3d. I've set my heart on a simple space shooter 'on rails'.
It's my first real foray into 3D programming (I had tried a few years ago, but my programming knowledge was lacking at the time), and although I'm still not sure on whether it will lead to anything. So, here is today's progress:
The first screenshot shows a small 3D space ship model I created that currently only flies forward over some land, it currently runs on PC's through flash and mobiles using Android:
The second screenshot shows the a basic 3D ship model in the model editor which I'm testing out.
30 May, 2013
28 May, 2013
16 April, 2013
Sheep Sim, Afternoon 3
Updates:
New graphics for each sheep state, such as eating, walking, falling in love. I've also added a new watering animation.
15 April, 2013
Sheep : The Sheep Sim Game - Day 2
11 April, 2013
Sheep, The start of a small game.
In the game you control a flock of sheep, you must keep them fed by keeping the grass under them green, stop predators, get your sheep to reproduce and sell them for meat before they grow too old.
Here are some screenshots of my current progress:
21 March, 2013
GPSM - Race Simulation . Overtaking & Accidents
I've added basic overtaking to the game which, depending on many different variables, has currently has 4 outcomes ( a successful pass, an unsuccessful pass, a slight off circuit moment and a big crash). I'll eventually add more.
I've also added the possibilities of a random accident, with the probability depending on the weather, tyres, car condition, driver command, driver abilities. The current possible results are: locked tyres, a moment going off the circuit or a complete spin or crash. (Again, more will be added).
The bodywork and some parts of the car will also be damaged to a random amount after a crash.
20 March, 2013
Grand Prix Super Manager, Update
Unfortunately, progress has been very slow again, as I've been very busy. To be honest, I can't say when this will be finished as I don't have a lot of time to work on it, and there's a long way to go.
I've been working on the race simulation part, and mainly the overtaking, updating the car condition and the transition between the qualifying and the race. As well as the in-race messaging system, which will provide text updates of what is happening in the race to the user (although the graphical display of the text isn't complete).
The screenshot shows a race in progress and some temporary output in the debug console.
01 March, 2013
Grand Prix Super Manager
25 February, 2013
Grand Prix Hero. Follow the leader
I've now got the computer cars to follow the checkpoints exactly, and all face the correct way! Obviously, I'll want to make their movement feel more natural, but I'd like to work on other parts of the game first.
19 February, 2013
Grand Prix Hero. They Move!
17 February, 2013
blackberry
15 February, 2013
website down
I might have to suspend the forum. I will have a think about it.
14 February, 2013
Grand Prix Hero Progress
Yesterday, I added the grid positions to the editor and the game, and added the computer cars to the game. Although, they are not perfectly lined-up yet (as shown in the screenshots below) I'm happy with my progress. I've also added checkpoints to the editor and game, although the computer cars don't follow them as of yet.
The game can be played at different zoom levels, although, I'm currently not sure if I'll keep them both or select one of them:
still alive..
I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...
-
Just a small update, to show that I'm still working on this in my free time. And also, I'm trying to plan how the race works prop...
-
Wow, yesterday afternoon, I spend my first afternoon on starting to create the racing 'Grand Prix' part of the game, but after a fe...
-
A week has passed since my last update. But I've been frustrated with processing.org. It's definetly not suited to a tilemap base...