-Figure out a way to keep the cars going straight on the road
This week I worked on tearing apart how the cars move and redesigning it from the ground up. Right now I've gotten it so that that drive forward based on physics, and roll on their wheels, but getting them to follow the road is the main issue. I've been looking into spline systems to create an AI that follows a predetermined path, but getting that to duplicate properly is going to be difficult and probably way too complicated for my purposes. Though, it would let me implement a curved road, but I don't know how possible that's going to be at this stage. At the moment I've gotten the cars to go straight by locking their Quaternion, but that causes it's own difficulties, making it impossible for them to do anything other than look straight in the direction I've pointed them, making crashes weird. I wanted to make it so that if they got knocked off course they'd correct themselves straight, and in principle that's how the system I have set up works, except it does it over the course of a single frame, every frame. So not optimal. Next week:
-Figure out a way to keep the cars going straight on the road
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This week, I created a credit scene, which includes both credits for the music I implemented, as well as sound effects that I am in the process of implementing, as well as instructions for actually playing the game. I have menu music, and am currently working on a realistic sounding engine, which is going to involve some scripts and sound manipulation.
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AuthorI am 17 years old, and currently enrolled in Durham School of the Arts. Within the Game Design field, I'm looking to become a game writer or a programmer, preferably a combination of the two.
The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public School Archives
June 2018
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