Oversteer Racing: Dev blog #32 – The one where we plan a move

It's been a difficult month and I'm really struggling to think of any tasks I've completed on Oversteer Racing. I've been away which dramatically reduced the amount of time I could spend on the game and I've also had some other tasks that have demanded my attention. One of the issues is that the web host I use for this site (and a number of others I run) has been bought out by GoDaddy. For a variety of reasons I'm not keen to be a customer of GoDaddy (feel free to check out their page on Wikipedia as that covers...

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Oversteer Racing: Dev blog #31 – The one where it's never ending

Unfortunately it's been a really busy month for a variety of reasons. I've found it very difficult to find regular blocks of time to work on Oversteer Racing and so progress has been very slow. When I have been able to work on the game I've been looking at the end of the race and producing the race summary. I have code to track the race finishers and retirements. The main issue is dealing with cars that are yet to finish the race and, even more tricky, predicting the race result if the player retires before the end. I did...

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Oversteer Racing: Dev blog #30 – The one where we look at the end of the race

February has been another busy month because I've needed to work on my fantasy F1 competition and haven't been able to spend much time on Oversteer Racing. In the time I have managed to find I've been working on the end of the race. On the face of it this might seem a pretty simple task, show the positions of the cars and add up championship points, but it's actually a lot more tricky than it might first seem. The main complication around the end of the race is determining the positions of the cars. There are two scenarios to...

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Oversteer Racing: Dev blog #29 – The one where this time every year we do something else

It's always the same this time of year as I need to spend time on some other projects/tasks. For example, I need to get boring stuff done like tax returns and company accounts etc but I also need to work on my fantasy F1 competition. Given that the F1 season starts in March I need to make sure the competition launches at the beginning of March at the latest. As a result I tend to have to spend a lot of January and February working on other things and not working on Oversteer Racing I'm afraid. Next month... Probably another...

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Oversteer Racing: Dev blog #28 – The one where we review the last season (year)

I thought it might be helpful to list out some of the tasks that I've completed this year as a way of reflecting on how the game has developed. There have been a lot of little changes but the main pieces of work have been:- Race order - keeping track of the order of the cars. This is a pretty fundamental thing for a racing gameBug fixing - I've uncovered and fixed quite a lot of bugs and little issues throughout the yearAI car pit stops - the AI cars can now decide when to make a pit stop, enter...

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Oversteer Racing: Dev blog #27 – The one where we go on the defensive

It's been a relatively quiet month in terms of Oversteer Racing. I've managed to do a few things but not as much as I'd hoped and, due to Christmas etc, I expect next month to be less productive than November. Going defensive One thing I did look at this month was getting the rival cars to start following a defensive line. I've already added slipstreaming/tows to the cars but I also want the rival cars to react to the player and each other and defend a position. There's a fine balance here as racing cars that are always on the...

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Oversteer Racing: Dev blog #26 – The one where we toe in rather than toe out

It's been another busy month and once again I've been focussing my efforts on obstacle avoidance... it's been some time now since I've looked at anything else! However, I'm starting to make progress and, although there are still a few collisions, the AI behaviour is getting to the point where some accidents are avoided and the cars are more challenging to race against. The key to the improvement was some time spent tweaking the values that control when an AI car will choose to avoid another car and how the AI cars detect other cars. On this last point I'd...

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Oversteer Racing: Dev blog #25 – The one where it's hit and miss, although mainly hit

Recently I've been working on AI behaviour for the rival cars. The main focus has been convincing the non-player cars to avoid other cars rather than slamming into the back of them. As Oversteer Racing has a more realistic damage model than some top-down racers collisions tend to be more serious than in other games. One downside of the non-player cars following a series of potential routes around the track means that they have no knowledge of where the edge of the track is. This makes things difficult when it comes to avoiding objects because it's hard to work out...

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Oversteer Racing: Dev blog #24 - The one where we think about the money

Wow, dev blog 24.... that must mean I've been blogging about Oversteer Racing for two years... ouch. I'd have hoped to have more to show by this point but the game is something that I can only work on in my spare time and that's an unpredictable quantity. Also, the game is a labour of love, something I want to do but also something I don't want to feel like a chore. Although the game is a labour of love I do want to include some sort of monetisation. It's not like I'm expecting to retire on the profits but...

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Oversteer Racing: Dev blog #23 – The one where we reverse a bit

So this month has been a bit interesting as I have found some time to work on Oversteer Racing, not as much as I'd have liked, but a bit. Although I've found some time to work on Oversteer Racing I don't have a lot to show for it. I've spent a fair bit of time refactoring some code to make it more useful. Specifically I've taken the code that I use to determine how long a player remains stationary in the pit box and made it more generic so that it can be used to work out the length of...

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