Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit/AppGameKit Studio Showcase / [WIP] Hover Car Race Challenge Accepted!

Author
Message
29 games
15
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 8th Jan 2014 15:04
Hover Car Race Challenge Accepted!

Get in your hover car and race your way to the fastest time!!!!



This is my NaGaCreMo 2014 project and is based on one of my DBPro 20 line challenges of the same name.

As you can see by the video, I haven't done very much at the moment, I don't really know how this is going to shape up and, because I'd like to finish this by the end of the month, I'm not entirely sure how polished this will be.

My plans are pretty vague at the moment:

Things I want to do:
- have at least three cars (beginner, intermediate and expert)
- have at least six tracks (at this point I don't know if the tracks will be circuits or not)

Things I might do:
- allow player's to tune their car
- make cars unlockable (my default idea is to just let the player choose)
- make tracks unlockable (again, my default idea is to just let the player choose)
- game pad support
- android version (this will depend on whether or not I can get the game running on my tablet, which is both cheap and slow)

Things I will not be doing:
- computer controlled cars
- multiplayer

I've included a demo in the download. The controls are similar to the 20 line challenge:
- use the mouse like a joystick
-- move left to turn left, move right to turn right, move to mid point to straighten up
- left mouse button to accelerate
- right mouse button to brake
- q (agk button 4) to pause

The handling of the car is dependant on the pointer speed you have set up in windows. Having the mouse speed set very fast or very slow will either make the car turn to quickly or slowly (I intend to allow the player to change the sensitivity in game to alleviate this). There's no timer or lap counter, just keep racing around until your eyes bleed or you throw up.

Attachments

Login to view attachments
29 games
15
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 1st Feb 2014 01:11 Edited at: 1st Feb 2014 01:12
So work on this hasn't gone to plan (the universe had other ideas for me) and, seeing as it's just gone midnight, I've basically failed to make a game in a month.

Anyway, I have done some work on this and finished modelling the cars yesterday:



As you can see, I've decided to keep it simple, which is really the whole design philosophy for the game.

I've coded quite a bit (for some reason I started with the menus) and I've learned some new stuff:

- creating custom fonts and sub-images
- baking textures in blender
- tokens (as in string delimiters)
- beginning to learn shaders

so that's pretty good.

I'm going to keep on with the game until it's finished (whatever finished turns out to be) but I feel that I want to get it done as quickly as possible. The main thing to do now are the tracks and some sound effects.

Attachments

Login to view attachments
29 games
15
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 21st Feb 2014 22:34
Still working on this:



There's a little more to do than I thought and I've decided to add some scenery pieces.

Features that are now fully coded:
- all cars playable
- saves fastest times
- adjust mouse sensitivity
- turn sounds on / off (although there are no sound effects yet)
- reset fastest times

Things to do:
- intro screen and menu back grounds
- still need to design all the tracks
- create some more scenery pieces
- sound effects

Ched80
10
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 22nd Feb 2014 10:02
Looking awesome! Are you planning on showing a map of the track before you select it?

29 games
15
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: not entirely sure
Posted: 24th Feb 2014 02:01
Thanks. It's turning out better than I thought it would.

I couldn't quite decide on the mini-maps or the look of the buttons for the track selection (the current menu is functional but the look not finalised) so I've decided to make the buttons into mini-maps. This'll be the easiest thing to do, won't require any more code or any more media and I really hate doing menus.

Login to post a reply

Server time is: 2021-08-02 13:06:02
Your offset time is: 2021-08-02 13:06:02