Showing posts with label linux. Show all posts
Showing posts with label linux. Show all posts

25 September, 2013

Car Racing Game, Still going...

I'm still going with the car racing game.

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

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:


12 September, 2013

Update, Afternoon 4 on my touring car arcade racing game

Today, I've been working on three areas:

 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.

 This has allowed me to sort tasks out, with the most important at the top (such as the game engine) and less important ones at the bottom (such as little graphical touches) 

Also, I continue to watch races from the BTCC each night, which are very exciting and make me want to get back into the code. Below are some screenshots showing the different teams (currently just colour coded) as well as a temporary table of race positions in the second.

10 September, 2013

small update on my 3D car racing game

I've now added acceleration and braking points to the invisible path that the computer cars loosely follow, which guides them around the track, so now the computer cars don't go at 100% speed all around the track and slow down for the corners. It's a bit jerky, so will need improving in the future, but for now it's okay. Will be watching the BTCC 2012 review tomorrow as well as highlights of this years race for inspiration. Here's a screenshot of the current state of the game, using an above camera view, the computer cars race towards the first checkpoint:

06 September, 2013

3D Arcade Racing Game, 3rd Afternoon

I'm still experimenting with creating a 3D racing game, who knows if it will turn into anything serious or if it'll end up in unfinished demos/projects like most of my other attempts at games.

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.

09 July, 2013

Seren Nova 3D: Adding Gameplay

Just a quick update to show that the game is still in development and not dead!

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

14 June, 2013

3D Game 2013: Fire All Lasers!

I'm really enjoying using miniB3D with Monkey.  Even though I've just started I feel a renewed energy towards making games.

Anyway, today I've got pretty accurate laser shooting (the laser is currently just a coloured 3D tube) and also textures.

If this game does go anywhere, I would debate whether to use textures or just  basic colours for the models, because, I'd like to make a game with a graphical feeling similar to Star Fox (or Lylat Wars) on the SNES, as well as my graphic and 3D modeling skills not being great.




21 March, 2013

GPSM - Race Simulation . Overtaking & Accidents

This week, I'm finally starting to get some good work done on the race simulation part of Grand Prix Super Manager.

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.



01 March, 2013

Grand Prix Super Manager

Just a small update.
Yesterday and today, I'm back working on Grand Prix Super Manager.  
As mentioned before, I'm working on the grand prix weekend engine. 

I've implemented weather conditions, and lap times worked out from the tyre choice / condition, driver skills and car condition.

The screen below will look different in the final game, but it shows lap times, and the effects of having the wrong tyre (even though the times need to be changed). Also, I haven't implemented AI yet, for when the teams send out their drivers.

25 February, 2013

Grand Prix Hero. Follow the leader


Since the last post, I've only got back to working on my games today and have been working on Grand Prix Hero.

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.





This is not my first time trying to make a racing game.  
The first one was in Klick & Play when I was 13 or 14, where 2 player controlled cars would race around a small circuit that fitted inside the screen.

I then 3 attempts using Blitzmax (screenshots below), although at the time my programming skills were far too low for an ambitious project like this:

An early blitzmax game (2006?).  I managed to create a level editor, but I gave-up after not being able to get the computer car movement correct.



I even did an expirement with a 3D game last year in BlitzMax.  I made the circuit myself and was quite pleased, even though the feel of the circuit (and look) felt like driving on ice.  I gave up after realising my 3D modelling and texturing skills weren't up to the job.



08 January, 2013

F1: Grand Prix Super Manager News

After a brief diversion to learn the Monkey programming language  by creating casual game Rocket Croc for Android and in Flash, I'm back to working on Grand Prix Super Manager (which I've started again in Monkey).   I've worked on it for three days, as well as creating a definite plan of what each screen in the game has and does and what features will be in the finished version.  This will help me finish the game, instead of adding new ideas all the time.

One addition to my plan is the addition of news.  Anything that happens to any of the teams will appear in the news.

The current screen (shown below) is a bit basic, but it works and updates correctly.  I'll probably change the layout later on.

02 January, 2013

2013 F1 Teams

...and running in a browser.






(although for official releases, I'll probably have to change the team names)

29 December, 2012

Rocket Croc - There are Piranhas! (and giant squid!)

I've nearly finished Rocket Croc, here are some images of the new animals I added today, as well as the current Level Select Screen.




01 December, 2012

Twitter or blog for tiny Updates?

I'm not sure whether I should continue to post on my blog for tiny updates to the Grand Prix Super Manager game or just on my twitter account:

https://twitter.com/sionco

My theory is that in a time like this, when I haven't had time to do major work on the game, I'd still like to keep the blog looking active, as this helps to attract new people and also to show anyone who is kind enough to follow the blog that I am still continuing the game.  However, I don't want to release too many blog posts which only reveal a tiny update.  Any opinions are welcome...

Anyway, I've only had 2 hours to work on the game, so I've fixed a couple of small issues today, and also added a value for the teams public reputation (as shown by the green bar on the team select screen below):


This statistic will affect things such as which sponsors and drivers are willing to talk to your team.    Your teams reputation rating will be affected by things such as your race results and championship position, breaking contracts, sponsor and marketing days, the drivers you sign and any fines. 

In the future I'd also like to introduce a media/journalism section, where the player can release stories to the press about the team, drivers, other teams, which could affect the teams reputation either way.

14 November, 2012

Small Update. 8 Engines

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 properly and better than my previous plan which would have only given a Grand Prix weekend experience.

I'm trying to incorporate different factors in my game depending on things such as the budget and F1 rules, to give the player more decisions to make.  This time I've added the maximum 8 engines that can be used during a season, the player can see the condition of each engine and select which one to use before the next Grand Prix.




I'm not to happy with the layout, but I'll come back to that.
In the future I'll also add other rules such as for gearboxes.

11 November, 2012

GP Super Manager home screen update

I've been playing with many different ideas for the home screen, some displaying a lot of data from the game and some more simple.  Anyway, for the time being I've decided to use the following style for the Android version (whether I'll also use this for the Windows and Linux PC version is still undecided).  The colours and theme could change in the future, but for now I'm happy with the layout.


08 November, 2012

One step back, two steps forward (hopefully)

I've was working in my real job last week, so I didn't have anytime to update the game.

But this week I'm back to work.

I've completely changed how the different screens or sections (such as drivers screen, R&D screen) are setup by making the code more modular and this has also saved a nice of bit of memory when the game runs.

The theme of the game is now easily editable so I can easily change the colours or GUI in the future, if I think they need improving.

Also, I'm now started to redo the R&D in the game. Changes and Ideas:
  • There are now 9 different parts that can be improved.
  • You will be able to set how much of the budget is for this years car and how much for next years.
  • For both this years parts and next years, you can set how conservative or radical you want to be with design.  A conservative approach means steady progress depending on the budget and team size.  A radical approach means a bit more of a gamble, in that the new part/car may turn out to be a massive improvement or simply may just not work.
  • an improvement in reliability comes with either going to test sessions or taking part in each session in a Grand Prix weekend.  So there will be more failures at the start of a season.   (I'm also considering small improvements in reliability depending on the technical facilities a team has, but this is only a maybe).
I'm still considering how to show all this data, but the current R&D screen is here (but as always, it'll probably change sometime before I 'hopefully' finish this project)

22 October, 2012

Grand Prix Super Manager

Due to the fact that it was pointed out to me that there's another game in development with similar initials to mine, I've decided to change the games name.

It will no be called Grand Prix Super Manager


In development news, I've been mostly fixing bugs and reducing the memory footprint of the game.

20 October, 2012

GP Race Manager: Lots of updates.

Wow, it's been just over a month since I restarted this, so, I thought that I'd write some a post with what has been updated since version 0.2, which was released for testing.

Hopefully, I'll have version 0.3 ready any day soon to test, once I have added the championship tables and give points at the end of each race (even though the race result, is currently decided by the total rating of the car and driver).

Major:
*GAME: Can progress through all races.
*RACE: Started the race weekend engine with temporary screen framework for setup,racing and results of each session, which can be navigated through.
*RACE: before FP/Quali the drivers best possible lap is worked out.
*EDITOR: can edit/delete/create drivers, engines.
*EDITOR: can edit teams names,engines and who're their drivers.
*GAME: Added option of 13th team to the game,not used if not selected.
*GAME: Created the start of the season database, which will store each season.

Minor:
*GUI: on team's drivers screen, now there's only 1 button (options) which brings up an options screen for that driver
*GUI: now drivers market screen displays 2 columns of drivers
*DRIVERS: Added driver potential, but a better formula could be made
*DATA: added description of variables in each data file for drivers, teams,engines,circuits.
*DATA: Upto 200 drivers.

Fixed:
*UPDATING: problem with drivers not being released when their contracts ran out.
*UPDATING: teams and drivers and contracts not being updated on a race weekend.
*GUI: Fixed problem of last driver not being displayed on driver's market.
*GUI: Fixed problem of drivers market screen not wrapping around
*GUI: backgrounds now display properly on all resolutions.
*GUI: many resolution fixes for text, graphics.


And some screenshots

Beginning of the race weekend (and yes , I know that secs and milliseconds less than 10 are being displayed as .9 instead of .09, it's on my list of minor fixes).



The current home screen:

Two columns for drivers market screen:


18 October, 2012

GP Race Manager. Small Update

I've added a new feature where you can choose to start the game as a brand new 13th team, who (as the screenshot of the team select screen shows) have no drivers.  They can be edited with the editor, but I may allow the user to change the name and colours from the team select screen.  If you don't choose to play as them, they aren't included in the game.


  I've also started to work on parts of the race weekend engine.   I think the first version won't be a totally involved experience, but will give results based on the drivers, teams and tyres, and then I'll add features to it at a later date.


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 ...