S Quad Racing: Gears, Track Building, and A Bit of Rewriting

Hey guys,
Steve here.
Despite what the absence of an audio demo that “should’ve” been released nearly a month ago might seem to imply, I have not neglected, or in fact been lying, about the current status of S Quad Racing. While there has been days when I haven’t worked on the game, (maybe even too many), I’m happy to report that development is still underway.
First of all, I’ve begun to rewrite and organize parts of my code. While the initial reason for doing such was to make the code a bit more readable, upon further inspection of what I previously had and after a bit of brainstorming on the gears system I discovered that my code was unintentionally designed so that any major changes, I.E. the implementation of things such as vehicles, gears, surface types, and other structured objects was out of the question, due to the way I’d programmed most of the game in its early stages in an effort to create a simple environment in which I could get a little taste of what I wanted S Quad Racing to ultimately be.
Now, though, the game has become more complex, grounds for a bit of a rewrite.
The following is a list of reasons I couldn’t possibly produce that audio demo, at least not tonight and maybe not even tomorrow:

  • I ended up organizing the code into separate files, and if I compile now I am bound to get some errors due to procedures not being declared and such and will likely have to make adjustments accordingly.
  • I’ve added a lot of new code that hasn’t been tested yet due to my not having finished making adjustments to the code.
  • I found a new bug. If you add a turn, and then strengthen or weaken it by adding another turn with greater or lesser severity right after it without first having a straight section, the game will not announce the name of the turn due to a bit of code I added without thinking, again, about the future. However, this one should be easy to fix.

    With all that said, there is good news to report. The above mentioned new code deals a lot with the gearing system, and I’m happy to report that I found and coded a solution that will work for this!
    In addition, I came up with a new idea to manage speed, and have implemented it as a result. This new way is not only future proof, but way more practical in terms of balance, as it basically tells the game how to handle each and every individual speed that a car can travel, without me ever having to touch it again. While you are unlikely to notice much of a difference when the new demo is released, the gears and ability to select different vehicles are bound to catch your attention.
    That concludes tonight’s post. Once all the code is sorted out I’ll likely be releasing two audio demos; one being on the track builder only, the second demonstrating the new gears system and ability to race with different vehicles.
    Thanks for reading,
    type you later,
    Steve.

  • 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.

    I've Returned

    Hey guys,
    Steve here.
    The last three to four weeks have been packed full of camp. The camp I was at when I posted my most recent blog entry, which lasted three weeks, was an outdoor adventures/PE class that I attended at the Texas School for the Blind and Visually Impaired, which got half of my required high school PE credit out of the way. The second camp, which I went to only three days after returning home from PE, was Texas Lions Camp. Despite getting home sick A Lot, I had a good time, and was a bit sad when I graduated on Friday.
    All that being said, my busy schedule has prevented me from doing much in the way of technology, that being the reason I haven’t posted to this blog in nearly a month. However, though it was nearly a month after it was recorded, I finally uploaded the Audio Quake podcast yesterday. The next episode will be over the game Beatstar, and will be scheduled for next Sunday. Stay tuned!
    Now that I’m back home, I can once again resume coding, and my focus will primarily be on S Quad Racing. Today, though, I released the set of audio game developer tools released in my last post to the audio games community, so depending on whether or not they have any further suggestions there could be updates to that as well.
    Well, that about wraps up this short update. Though both camps I went to were fun, I’m certainly glad to be back to the blog, and all things geek related!
    Thanks for reading,
    type you later,
    Steve.

    New Coding Ventures and Addicting Games

    Hey guys,
    Steve here.
    I’ve become addicted to an old game. And when I say old, I mean before I was born, old. So old that even though it’s a video game, most of you don’t even know about it I’m sure. the game is Quake. But of course, I don’t play the video version – some one made a modified version for the blind.
    The thing I like about Quake, well Audio Quake anyway, is that the weapons and tactics used surpass those on modern audio fps games such as The Road to Rage and Swamp. With actual bombs, rocket launchers, grenades, projectiles, poison, and much more, I have to say that Audio Quake is a unique gaming experience for me.
    Well anyways, even though I’ve only been playing for two days, I’ve really been owning Danny, the awesome friend who got me hooked on this game. I’ll give him credit, he’s thrown me a lot of good ones, but I’ve only played for two days and I’m already getting good. Needless to say, thiss is going to be the demonstration game for this week’s podcast, and I really can’t wait to record this one.
    Moving on, I managed to squeeze in a bit of programming as well. The new coding venture I mentioned in the title of this post is a set of Pure Basic scripts designed to help audio game developers code audio games quicker and easier.
    This has been an idea of mine for a couple of months, but there were a few reasons I didn’t so much as blog about this:
    1. There is already a scripting language that is specially designed for easy audio game creation, so why make another?
    2. I had no working idea of how to go about coding this.
    However, despite the reasons outlined above, I ended up starting on it last week, and so far the project is going quite well. I’ve coded a menu class, which allows for the creation of game menus in pure basic, as well as an audio form class which allows for the creation of virtual, off screen forms read by screen reader and Microsoft SAPI, again useful for audio game developers since everything is off screen anyway and it was previously quite difficult to request information from players in audio games coded in pure basic. There are still a few tweaks that need to be made, but once those are sorted out I’ll release this set of includes to the blog.
    In other news, S Quad Racing wasn’t worked on all that much. I coded a vehicle structure, and made my code more flexible for changes to cars such as gears and such, but I haven’t added in the gears yet. I’m still not exactly 100% sure how I want to code them, but I’ll post an update once I get it figured out. Anyway, once I figure out how to implement gear shifting it should only take an hour, perhaps less, to get it fully working without bugs, that is assuming everything goes smoothly.
    That concludes tonight’s post. More details, as well as possible releases for my latest projects will be in my next post. Also, be on the lookout for Episode 36 of the Steven D Podcast.
    Thanks for reading,
    type you later,
    Steve.

    Another Small Release and a Few Updates

    Hey guys,
    Steve here.
    I said I’d have a surprise for you all, and that was not an empty promise.
    Over the last week, I’ve been sporadically coding on a little game, one which is similar to the classic Pong, but with quite a few twists. And not only did I create this game, but I included the source code, which is heavily commented, so that anyone interested could have a look at how games are actually coded in Pure Basic.
    Similar to flamity flame, you are placed upon a side scrolling grid that is twenty squares wide. Your goal in this game, however, is to run after the ball and hit it to prevent it from hitting the ground.
    To accomplish this task, you are given a paddle, which you will swing once you are beneath the ball and it is low enough to hit because, after all, you can only reach so far.
    Since the ball can go just about anywhere when you hit it, it is impossible to develop much of a strategy. Plus, the game gets difficult, rather quickly. So quickly, in fact, that the likelihood of you lasting over two minutes is nearly zero.
    Fortunately, though, there is help. Firstly, you don’t really have to worry about centering yourself exactly beneath the ball; you will hear a beep when you are centered. Secondly, there are platforms. If you are not near the ball when it is coming down, and it happens to be above a platform, it will bounce off of it rather than making the journey to the ground.
    Initially, you start out with three platforms, spaced out evenly in intervals of five. However, as you play, additional platforms will spawn, though considering the level of difficulty in the game it’s likely you’ll only get one, if any, platform spawns before the end of the game.
    While the fact that more platforms will spawn might enspire you to work your hardest, there is one thing to bear in mind about platforms–they are not the nutral, happy-to-help objects you might think of them to be. When the ball bounces off of a platform, it will rebound faster, and you must work a lot faster to get to, and hit the ball. This affect is called catapult, and only lasts 3 to 10 seconds after the ball bounces off of a platform. So while it is true that platforms can be a life saver, you might want to avoid letting the ball hit them as much as possible, otherwise you’re going to lose more than you gain.
    Well, if you’re interested, you can Click here to download it.
    Also, I have recorded an audio demonstration, which you can listen to below.

    There are a few things I might change, such as how quickly the game gets hard, and the interval between platform spawns.
    In other news, I haven’t worked much on S Quad racing, in fact I’ll confess I didn’t work on it at all this week. I was mainly focused on coding the game released in this post, which I named “Bouncy Ball” because I was too bored to name it anything else, to code something as complex as S Quad Racing. I probably won’t open it up tonight either, as I’m rather tired, but hopefully tomorroww I’ll get back to work. I think that before I implement dynamic weather, ambiance, and cheering into the creation of tracks, I’ll go ahead and see what I can do about implementing gears, as that is a task that I’ve put off for several weeks now but needs to be done.
    Well, that’s about all I have to report. I’ll blog again later this week. As far as pod casting goes, I’m not quite sure. I want to do an episode tomorrow, but we all know me. So who actually knows–but hopefully tomorrow.
    Thanks for reading,
    type you later,
    Steve.

    An Audio Editing Experiment and Some Updates

    Hey guys,
    Steve here.
    I know it’s been a bit longer than ten days since my last post to this blog, and I’m sorry about that. Fortunately, this period of extended silence has not been counterproductive.
    First of all, I generated an audio file. This was originally supposed to be an oscillation of about fifty different sound waves going up and down the frequency scale–an attempt to annoy people. However, after some heavy editing, and by that I mean using eighty percent of the audio affects in audacity, I was able to turn it into… a “Sci-phi frequency storm gone bad!”

    I’ll admit it’s a bit annoying, but it’s one of the most captivating things you’ll ever listen to! That is, if you actually listen to it.
    Moving on, after all that work I did on S Quad racing last week, I mostly fixed the winning system. It is now possible to win races and lose them respectively, that is, if you only race with one opponent. Even though I haven’t figured out why the game won’t work properly with multiple opponents, I will be releasing an audio demo by Wednesday that demonstrates a fully working race!
    Also on the subject of gaming, I returned to the swamp universe last week, though I haven’t been quite as addicted as I was in the past. Don’t get me wrong, Swamp is still by far the best game I’ve ever played, but I for one don’t want to end up having to renew my account at the same time I pay for the website, and not to mention I have a game to code.
    By the way, speaking of games to code, I might just have a small surprise in the works. This is far less substantial than S Quad Racing, but, judging by your reactions to Flamity Flame, it has the potential to get quite a few of you hooked for several minutes, or even hours, perhaps. Stay tuned!
    That concludes the posting for tonight. Stay tuned for updates and/or releases on that “secret surprise,” and be looking out for the next podcast episode, which might just be my demonstration of Psycho Strike, the new Grand Theft Auto-like rpg from VG Storm and Blastbay Studios.
    Thanks for reading,
    type you later,
    Steve.

    Coding Frustrations and Space Battles

    Hey guys,
    Steve here.
    Coding can be an extraordinarily painful, irritating thorn in ones side sometimes. Tonight it feels as though my only consolation is that experienced coders go through the same thing, and my unfailing passion for technology.
    I say this because the track parser I’ve been implementing into S Quad Racing is not turning out the way I want it to. Basically, the procedure I want the program to initiate when a player selects a track is as follows:

    • Open the file that corresponds to the track that was selected. For example, if the player chose Beginner, the game would load tracks\Beginner.track into memory.
    • Read through the text of the file. It would then:
      -set the track size as determined in the file.
      -set spawning of obstacles properties such as how fast they would appear, and the maximum number that was allowed.
      -Finally, the turns and straight sections would be generated, laying out the track structure.

    • After all of this, the idea is that players would start the game, and be placed on the track that they selected, exactly as it was structured.

    However, as is the main focus of my frustration, I’m encountering some major mishaps. On the first three or four compilation trials, I couldn’t even get the game to load the track file. Rather, it would create a file called “0” with no file extension inside the tracks directory, and attempt to read from that instead. The result was a barren, completely straight track that, if raced upon, would likely last forever, as there were no defined finish line boundaries set. And though the player could move forward, the enemy could not. Instead, he would just sit there at the beginning of the lap, winning first and second place, thus eliminating the player’s chance of winning. 😛
    After tweaking the code, and by that I mean changing two characters of it, I resolved this issue. However, I still cannot, get turns working, no matter what I try, and ever since I implemented this system, obstacles refuse to spawn.
    Though it might seem almost hopeless, there is some good news. As has already been mentioned, God has given me the blessing of having a best friend who is quite efficient when it comes to audio game coding. In the coming days, I will be examining the code for his snowboard racing game. Hopefully, this will help me come up with a working solution to this issue.
    Once this blows over, I will look into adding more environmental features such as rain pockets, road hazards, power ups, wall sections, and perhaps some more turn types. Stay tuned!
    In other news, I’ve had a rather active week on Death Match a New Beginning, engaging in some intents battles with pirate ships of various hull strengths, one of which rendered my ship useless for 35 hours. Since I spawned all of the enemies I fought this week, I was able to give them creative names. Vladdiator, Chad Dungie, and Virwag14 were just some of the names I came up with, the latter being the most recent battle I was involved in.
    In fact, after Virwag14 was destroyed, I founded a colony in its honor. But the twisted thing is, I docked the very ship that was used to kill Virwag14 the ship, on the barren grasslands of Virwag14 the planet. 🙂
    That concludes the posting for tonight. The next time you will be hearing from me is on Podcast Episode 34, when I will be performing a bounty mission on Death Match. and once again, Danny will most certainly be there!
    Thanks for reading,
    type you later,
    Steve.

    Life and technology updates

    Hey guys,
    Steve here.
    Disregarding the poem I wrote on Monday, it’s been roughly 10 days since my last blog update. And during those 10 days, there have been multiple blog worthy events.
    To start off, Danny has decided to take a break from administrating Death Match: a New Beginning, (the game demonstrated in podcast episode 32). As a result, He placed me in charge as main admin, a position I’ve held for four days now.
    Secondly, I was also promoted to administrator position on Survive the Wild, a realistic wilderness survival game developed by Sam Tupy, and featured on this week’s pod cast episode.
    Funny thing is, I’d gone from having zero experience running an online game, to being co administrator on one, and main administrator on another, in the span of 30 minutes.
    In other news, I once again opened up the S Quad Racing code, something I haven’t done in three weeks as a result of an extended break I took to prevent from pushing and burning myself out on coding it. Rather than doing the wise thing and check where I left off in the change logs, I instead decided to begin implementing track creation.
    Track creation is quite simple. For the time being, it is possible to edit tracks within text files, and they use an extremely simplified language; one so simple, in fact, that some one who knows little about computers can create their own tracks. To make matters even less complicated, I plan to include a track builder that will make it so that one need not type out tracks by hand. This is not due to the complexity of the track language itself. Rather, I’ve learned the hard way that the procedure of track creation can get very repetitive when typing it out.
    The following is just a little example of how a track should be built. track size is the length of each lap, spawn is how fast obstacles, and max obstacles is the maximum number of obstacles that are allowed.

    Excerpt from beginner track

    This will create a 400 square long track segment, with two left turns, two right turns, and one right turn. Notice how each track part has two lines–a start, and end. These are to insure that the parts of the track keep within their boundaries.

    track size 2000
    maximum obstacles 50
    spawn 10000
    straight start 0
    straight end 150
    left start 151
    left end 170
    straight start 171
    straight end 280
    left start 281
    left end 300
    straight start 301
    straight end 370
    right start 371
    right end 400

    At the time of this writing, this system has not been propperly tested, in fact I have not compiled a version of the code with this system implemented at all. So as you can gather, this is just about as stable right now as a rotting wooden fense in a hurricane. However, I’ll update on the progress, and resume production of audio demos should any changes be made to game play.
    On a final note, Choir UIL was last Wednesday. We made mostly all ones, except for one little two, but even that still averages to one. So while I didn’t like having to get up early and go to school and sing at such an early hour, I dare say it paid off in the end.
    That is the end of this post. I’ll blog again later this week. Enjoy this week’s Survive the Wild pod cast, (episode 33), and be looking for Episode 34 next week when I’ll be demonstrating bounty missions on death match if my ship, Lightstar, manages to survive that long.
    Thanks for reading,
    type you later,
    Steve.

    An Exciting Steve Day Celebration Post!

    Hey guys,
    Steve here.
    Yes, I posted yesterday, and I know that I had decided upon a four to ten day blogging routine at the beginning of the year. However, it has become an unofficial tradition to post a little something on the night of my birthday. I don’t know why, but it’s happened every year. And don’t worry, you’re gonna love this one!

    a little poem

    I’ve been wanting to share this with you since I first came up with it on Saturday, but didn’t have enough time Yesterday morning to do so. So here it is. Notice the rhythm I use.
    I remember the day,
    when I dared to play,
    an audio game,
    that was very lame.
    The audio game,
    that was very lame,
    that I dared to play,
    had a stupid name.
    The name of the game,
    was Flamity Flame,
    and Flamity Flame,
    was such a horrible game.
    Because in Flamity Flame,
    The goal of the game,
    was to attempt to kill,
    a man known as James.
    Now what made this game,
    so very lame,
    Is the fact that James,
    had no sound at which to Aim.
    And what kind of game,
    that is audio by claim,
    has a guy named James,
    at whom you cannot Aim?
    So to this day,
    I don’t know who to blame,
    but all I can say,
    they made a terrible game!

    a declaration of independence rendition for the blind

    Note: this is a project my sister had to do for English class.
    Also note: source of the end of it: the actual declaration. I put this so we don’t run into copyright issues. Again, the end of this declaration was copied from the origional.
    There comes a time in every person’s life when one realizes that they
    were not in fact made “perfect”; As we age we learn that we have to
    figure this world out on our own. This is not to say that God is not
    there to guide us, but we are limited by our fears and lack of
    knowledge. And the situation is exacerbated when one has a disability.
    One is forced to shape their life around their disability. They are
    forced to live by different standards than the “normal” ones. And
    while we learn to manage, there are still the harsh realities that
    those with disabilities must face, that those without a disability do
    not. To narrow it down, the blind are forced to learn to cope, and
    navigate the world.
    In reality, the blind are, at times, viewed as less than the
    sighted. And because of this, certain rights are taken from us. The
    right to be seen and not immediately judged, the right to be
    considered “normal”, and the right to be treated with respect are only
    a few of the rights taken away from us. On top of the rights denied to
    us, we also face many struggles that could be easily resolved if only
    the sighted tried.
    Firstly, architects do not take the needs of the blind into
    consideration. We are forced to navigate around poles and columns,
    that not only confuse us, but are a serious hazard.
    Secondly, Any sighted person with a knack for decorating, that seems
    to believe that fake plants and glass vases and figurines make nice
    decor, have no respect or consideration for the people who are not
    able to see and therefor find these needless decorations as dangerous
    and as an irritant.
    And thirdly, manufacturers who do not braille their products, as most
    manufacturers fail to do, have absolutely no respect for the blind,
    and are only losing customers. If a blind person cannot read the
    labels on a product, we will not buy it.
    There is room for improvement in all of these matters. For centuries
    we have fought for the rights and accommodations that we deserve, and
    that the sighted have. And for centuries, these pleas have been
    ignored, or viewed as unimportant. And, here, we are once again asking
    the sighted community to simply take a step back and take us into
    consideration. We have made compromises, and we have relented to
    letting them get away with ignoring our natural rights as humans. Yet,
    they have been deaf to our struggles and needs. We must, therefor,
    continue to fight for what should already be ours. We will be heard.
    We will not let this world turn against the blind community. We,
    therefore, the Representatives of the blind community, Assembled,
    appealing to the Supreme Judge of the world for the rectitude of our
    intentions, do, in the Name, and by Authority of the good People of
    the blind populace, solemnly publish and declare, us, as, human
    beings, are, and of Right ought to be respected and taken into
    consideration; that we are Absolved from all unjust acts committed by
    the sighted; and that as a respected and valued people, we are granted
    the same rights and luxuries as the sighted; And for the support of
    this Declaration, with a firm reliance on the protection of divine
    Providence, we mutually pledge to each other our Lives, our Fortunes
    and our sacred Honor.

    Finally, a good old set of updates!

    My birthday was definitely great, despite it being a school day. I had plenty to eat, and an overall good day. There were even a few funny incidents:
    So I was eating M&MS in Spanish class, because I was like “it’s my birthday so I’m gonna eat these, because the teacher won’t get on to me for it.” Anyways, someone saw me eating them, and asked for one.
    “What do you say?” I asked them.
    “May I please, have some M&MS?”
    “no… that’s not right. Happy…”
    “Happy birthday!”
    Of course I gave her some, and then I guess more people in the class saw and heard that because the whole class started singing to me! Lol! And the bad thing is,
    Oh yes the bad bad thing,
    I only gave them to like 4 people. 😀
    In all seriousness, though, I did have a wonderful blessed day. I hope you all did as well! Also, I got a space upgrade for the website, meaning no more Drop Box imposed space limits–We won’t have to deal with them for a long time! Currently, I’m in the process of transfering all files from dropbox to wordpress. I will let you know when I finish that.

    a few notes

    • just in case you wanted to know, the last person I talked to before I turned 16 (3:01 PM) was god. The first people I talked to as a 16 year old were those on my facebook friends list!
    • My birthday falls on National Make Up Your Own Holiday Day! No, that’s not why I came up with Steve Eve and Steve Day, that was purely coincidental, which is why I’m telling you this in the first place.

    I hope you enjoyed this post. I hope you all have a wonderful blessed day, and weekend. Come on, it’s my birthday! Just grant this wish for me!
    Oh yes, and also, just this once, I ask that if you like this post, please follow my blog and share this to your social media. Also please hit the like button on this post. And be sure to tell all your friends and family about Steve Eve and Steve Day so they will be ready for it next year!
    Thanks for reading,
    type you later,
    Steve, the man who made the awesome Steve Day and Steve Eve holidays happen!

    A Week of Progress

    Hey guys,
    Steve here.
    I had a wonderful spring break. As my last post was published on Monday, most of you already know that I went to Winter Jam 2015 in Fort Worth, Texas. But that aside, the rest of my week, though not nearly as exciting, was still good. Besides coding on my proverbial racing game, I worked out mostly every day, Spent time with my friends, chilled a little, and did a bit of gaming.
    Due to the situation with reality software that I wrote briefly about in a post a few weeks back, I’ve played little to no Death Match: A New Beginning since then. Recently, though, things have calmed down considerably, thus I started to play it again. Last week, Danny took me on a bounty mission which took a good chunk of time to complete but was worth it. I myself do not possess any ship(s) required to do such missions, but am gradually working my way up.
    Off the topic of Death Match, more work has been done on my racing project. As per the programming aspect, I’ve slowed down a bit, but progress is still being made and, that being the case, I have some stuff to report.
    First of all, as suggested by someone on my forum thread, I’ve added the ability to drive backwards. I will demonstrate this on Wednesday night’s demo.
    Also, I’ve put in some more work on the stats system, fixing some nasty bugs and having to rework it a couple times. I designed it so that all player stats are stored in the character folder which is located in the s quad racing program directory, as it currently stands. However, before this is over, I’d like the data to be stored on a remote server, to prevent cheaters and other such pests from having access to easily changeable content.
    Anyways, I’ve not yet added anything in the way of upgrades. For that matter, there’s still only one track in the game, but that is soon to be changed. I had quite a busy weekend, so didn’t have much of a chance to code, and I really didn’t code much today as I’ve been taking a little break.
    Besides that, there’s not much else to report. I’ll blog you all later.
    Thanks for reading,
    type you later,
    Steve.