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Interesting Game Development Updates


Hey Guys,
Steve here.

So I’ve had an idea for a rather unique track building system for S Quad Racing, and it is quickly becoming reality. In this track builder, which is nearly complete as far as current game functionality goes, users are offered two ways of building tracks.

When a user first begins editing a track, they are placed at the starting line, and the builder is in driving mode. In driving mode, the builder works exactly how the game portion works, minus opponents. There is one difference, however. While driving in the builder, a user can hit the P key at any time to enter pause mode. When in pause mode, the car, and all obstacles, are frozen in place on the track. In addition, the turning keys are not used to move the car; instead, they are used to add turns to the track. The idea, is that a user can add either a left turn or right turn of any severity to the track, by pressing the corresponding arrow keys. For example: pressing left arrow once will set the turn type to easy, twice will make it moderate, a third press of the key will start a hard left turn, and the fourth and final press of the key will begin a hairpin left, the sharpest turn possible in S Quad Racing.
When the user has selected the type of turn they want to insert, they would press P to enter back into driving mode, and their car would enter the turn, just as if they were encountering it in the race portion. When the user felt the turn was long enough, they could end it by first entering pause mode, and then pressing the opposite arrow key (if they were working on a left turn, for example, they would press right arrow), until they heard the words “go straight.” Upon entering back into driving mode, they would find that their car was no longer in a turn.

While I’m sure my explanation confused some of you to no end, an audio demonstration of the system will be released within the next week, which should help to clear up some of the confusion.

The second way to add turns to tracks, (the less confusing, more familiar way), is to use the built in track edit menu. This menu can be accessed only within pause mode, by pressing m. Using this menu, players can add or remove turns, change track settings, as well as build structures. The way turns are added in this menu is that the user keys in the start and end position the turn is to be placed on the track, and then the type of turn it is they are adding. As this is the more familiar approach in most other racing games, I figured I’d add this as an option.

Still, even if the user chooses not to use the build-as-you-go method, they can still use driving mode to test and make sure their turns are placed exactly how they want them, making this a unique, flexible, easy to use system.

Besides the track builder, I took out obstacle functionality for the moment. Obstacles are still in the game, but nothing happens if you or an opponent runs over them, as I have new ideas that are, in my opinion, far better than the systems I’d previously implemented. In addition, I finally encrypted all character data, to prevent people from going in and setting their stats to cheat their way through the game.
As it currently stands, S Quad Racing will soon be ready for early testing, which comes as a relief to me, because after 5 months I’m about ready for people to at least try out my work.

Coding aside, I’ve had quite a good couple of weeks. Besides it being Summer of course, I spent the first half of the week hanging out with my friend, and the rest of the time I’ve been doing a lot of sleeping in, working out, and, of course, GAMING!

Thanks for reading,
type you later,
Steve.

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