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G-One

A topic by chebastian created 134 days ago Views: 276 Replies: 9
Viewing posts 1 to 10
(Edited 2 times)

G-One is a project i started yesterday but feel so strongly about i felt the need to post a devlog directly.

Its a futuristic racing game drawing from F-Zero and Wipeout. 

Latest update: Started thinking about local multiplayer. 

Latest gif: Played around more with slerping the rotations and adding back my original camera. Worked out pretty fine. 

Day one Screenshot and gif:

D12> Have not worked alot since D1 but changed overall controlling of "car" to be using unitys build in physics instead of own. 

Also added "jumpers" that throw you into the air when you enter. 

D13:

Those grey transparent blocks are "slowdowns" that will slow your ship by 50% and decrease your acc by the same amount. 

Also a reused healthbar as speedometer for easy check of speed changes. 

Biggest surprise, a character that isnt a complete sphere is much easier to see drifting with :D 

(+1)

The handling on there looks very well refined given how well you can take a corner at high speed. Looks cool!

Thanks yeah that is a very lucky guesstimation which turned out better than expected, at the moment at least :D 

Today and yesterday was mostly about building trackpieces in Blender ( which i havent touched i a while) so now there is a set of standard ground pieces, At what i think is the correct size and shape. I think the base size and scale feels right atleast. 

Almost one weeks vacation has passed and actually some work has been done :)

Features worked on , and somewhat implemented:

  • Checkpoints/timekeeping
  • Ghost/Replays! (somewhat naive implementation but works surprisingly well)
  • General player controller refactor, should now be simple to add multiplayer.

Planned work:

  • Checkpoint ghost when passing checkpoint
  • Evolutionary Algo that finishes the level by itself, maybe with replays as dna. 
  • Fix that jump that happens when crossing over gap in road sometimes

Gif of me racing my earlier run saved to disk. 


Can also read from memory which will be done to have a "ghost" after passing through the checkpoint:

Same replay but tested having a trail behind it to more clearly see the path taken: 

(Edited 1 time) (+1)

Update: Playing around with possibility of non planar terrain, or at least some change in slope. 

Currently just setting the cars up vector to the normal below it and apply gravity in same direction as face normal and it works kinda nice.
No interpolation between angles make it very choppy so had to use follow camera to not get a severe headache while playing around.

Gif of unintended skateboard ramp: 

Ok steering turns out to be more repsonsive then i though. had do test it on a torus.  Turns out it kinda works, a bit lowpoly i guess but :) 

Built some ships. Got tired of my cylinder-pill-box.

Realized after that that the cam was to static to actually make anything more interesting at this moment haha. 

Multiplayer and Camera revisiting. 


Finally got around and added the start of multiplayer splitscreen, minor changes to the camera calls for refactor of fov animation when boosting and so on.