Quote: "That is badass you had the same idea is mine, if you cant edit the map size just make the models smaller..."
Yeah, it is a very simple idea really so I know others had thought of this as well, and that is why I can't take credit for it.
Quote: "Of course, the players speed would need to changed as well. "
Yeah, but luckily we already have that option in vanilla, which is what I had to do.
I doubled the car for testing. (didn't want it too fast so you could see that the wheels are in fact turning (3x rocks))
I had to make sure the player was set higher, so the car could not pull away. (it still does when I hit the boost though, so that is one of the kinks I am working on.
Quote: "Anyways one thing that woud be cool to see is a "boost" key to it boosting it for like 2 seconds or somthing. or maybe have the player drive the car on "boost" stuff to gain it, oh and also a good idea is that the player picks upp a "weapon" that does 0 damgde and when that is picked upp you gain controll over the vehicle!"
You may not have noticed it, but in the first video you can see that it is already set up for two speeds.
Right now I call the two speeds, slow and go, but they are not intended for a boost though.
I think I will make the challenge a time based one that involves avoiding the other driver's and having to drive "clean" in order to finish. “In Order To Finish First, One Must First Finish”
I do not intend to have any weapons of any kind for this game. (I guess you could consider the car a weapon, but that would be using it for purposes other than its intended use)
The idea of using FPSC for non-shooter games has always appealed to me, even though I never really pursued it until now.
I animated the cars wheels for 5 different speeds and one idle for all three states. (straight, left, right)
That came to about 300 frames so far, and at this point does not include a reverse. (I can put in a reset to track center for manual corrections though)
The next challenge (after the camera is done) is to create the AI for the other racers, which should be even more challenging.
For that I am planning on using entities instead of markers and placing four at each point.
That will establish lanes for the track and allow for a more realistic experience since the others drivers will be drifting between lanes.
Sort of like so....
Lanes
A - B - C - D
A car in lane A or lane D only has to options for lane changing, go straight or drift to the one lane next to it.
A car in lanes B or C has three options, go straight or drift to one of the two lanes next to it.
That will prevent crazy driving from A to D, which would have them all over the track.
With that set up for random lane change, and also based on collision, there will be a whole lot of bumping going on.
Those entity markers should also allow for detecting the direction of the cars for "wrong way" warnings and car placement corrections.
They will also be the basis for an overhead minimap for displaying each cars location on the track. (color coded of course)
Each car will also need to be scripted separately instead of sharing the same AI, so they will appear to have individual driving techniques instead of all driving the same way.
I may simplify that to three types for the initial demo of Aggresive, Normal, and Passive, and then expand on them later when I have more time. (
Bobby Labonte FTW)
All these things are basic to most racing games, so this will be nothing special other than the fact that it will be a non-shooter with vehicles made with the stock engine.
Thanks for the kinds comments everyone, and I will keep you posted on the progress here, but I'll wait to make it's own thread until I have demo ready.
I just wanted to share the thought of scaling down to create the illusion of a larger map for those who had not thought of it yet.