Thursday 14 July 2016

Small Update, 14th July

Today I continued tweaking the AI ships until I was satisfied with the rudimentary behaviours for now. I also added more to the timers, adding individual lap timers that start and stop whenever you finish a current lap. I've got a bug where the lap times wont display on the end game panel that pops up, but the total time will.

My future plans for these tweaks include adding a position counter that displays if you are 1st, 2nd, 3rd etc etc. As well as hopefully start modelling Track 2 and Ship 3.

Lets hope it will be easier than these silly lap counters!

Friday 8 July 2016

AI Update

I might be able to get AI working for 0.2 in a very simple form. I currently have a waypoint system in which a object follows it around. Still needs quite a few tweaks to make it seem more fun, and of course realistic. This AI may or may not stay as well, it all depends on how I get it working if at all.

Tuesday 5 July 2016

I got the Ship Select function working!

Finally! After what I thought was going to be a seemingly simple (and embarrassingly it was) task eluding me for a couple of days, nagging on the back of my mind, unable to quite wrap my head around it I have successfully got both of the Ship and Track select functions working as intended. Selecting either the First or Second ship in the main menu will now load you with your selected ship in either Track 1 or Track 2!



Simple but hugely satisfying to have working, even if the code is a little bit hamfisted, I can always change that later to be more efficient, I'm just super happy to have my basic 0.2 functionality goals met which means I can move onto modelling Track 2, modelling Ship3 or maybe continue looking into AI. I'm not too hyped about coding my own AI from scratch as I don't want it to be completely rubbish but we will see! I'm unsure if 0.2 will have AI or not so I make no promises!

Theres still so much more I have in mind for this game now its starting to come along nicely, I think i will make a separate post for that soonish!

Monday 4 July 2016

Track 2 Update!



-Gasp- Look! Its the brand new ship being flown and the very first version of the newest track! The newest ship has the exact same handling attributes as the Concept Ship which of course is subject to change! Its rather refreshing to be flying a different ship!

So if I've started on another track does that mean I got the track select working you might ask, and the answer is of course. The track select function actually turned out to be simpler than the Ship select (Which I am still working on) and so I implemented it. I can't say how finished Track2 will be upon 0.2 release, but It will at least be a functional graybox version of itself.


Original Track2 scribble!

Converting an Asset Store Model

I found a great ship model on the Unity asset store the other day, a great model of a starfighter type ship that I wanted to convert into a more racing type ship, so I imported the model into 3DS and started experimenting.

I wanted the ship to look more like a racing anti gravity ship, rather than a space travelling starfighter. To do this I deleted certain parts of the model I felt didn't fit a racing ship aesthetic. (The biggest of these is the air vents on the sides of the wings that I removed.)

I am also changing the texture and this is the first ship I am texturing for the Echo Technology team while using the original as a base, and changing the colours while adding team logos and the like.