Oversteer Racing: Dev blog #38 – The one where we stop the pushing

One of the key things I've been focussing on this month is the behaviour of the NPC cars when racing closely with other cars. To be honest they can get a bit fiesty under some circumstances but are a bit too passive in others. Getting the right balance so that going wheel to wheel is fun is tricky. I don't want it to appear that the NPC cars can be easily passed but, similarly, I don't want them to put you into the wall either. I think it's fair for them not to yield places easily and, if they have...

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Oversteer Racing: Dev blog #37 – The one where we work out why we stopped

It's been another hectic month but one of the things I have been focussing on is the reason why non-playing character (NPC) cars stop. There are a number of reasons why an NPC might not finish the race although the commonest reason is that there is a collision between the player and the NPC or between two NPCs. At the moment the code can detect if a car has spun and attempt to recover it back onto the race track. I've now started looking at what happens if the NPC car has crashed out or, for some other reason, cannot...

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Oversteer Racing: Dev blog #36 – The one where we go too long

I've been away for a lot of this month and, being the only person working on Oversteer Racing, that's meant that work has been slow. Having said that I have done a bit of play testing and I discovered that NPC cars were taking on too much fuel at pit stops. This made the cars heavy once they had pitted and they were then slow. For a while I thought that there was an issue with the code that determined what the correct fuel load would be for the car to get to the end of the race. After some...

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Oversteer Racing: Dev blog #35 – The one where cars block the pit lane

It's been another busy month but I did manage to spend some time fixing a few bugs in Oversteer Racing. One of the things I discovered was that the game settings were not being used in the race. So, if I set the damage setting on then the car damage wasn't affected in race. This was also the case with the other settings that players could change before the race. This was relatively easy to fix once I'd noticed it. Another issue I discovered was that NPC cars would some times crash in the pit lane. These crashes would then...

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Oversteer Racing: Dev blog #34 – The one where we tie up a few loose ends

It's been a fairly busy month but I have managed to work on Oversteer Racing, so that's a significant step forward from previous months ;-) As it's been a while since I could put a reasonable amount of time in on the game I've been getting back up to speed by fixing a few minor bugs and tying up some loose ends. Most of this work has still been focused on the end of the race and making sure the data is correct. I've made sure that the race summary uses the correct driver and team names (as set by...

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Oversteer Racing: Dev blog #33 – The one where we get the move done and fix things

As mentioned last month I had to spend some time moving my website over to a new host this month. As I was moving the site I took the opportunity to try and simplify things a bit. The old site used WordPress and that's great but it requires some effort to maintain (software updates, database backups etc). As I needed to move the website anyway I chose to stop using WordPress and use Jekyll (a static site builder instead). This should pay back in terms of time but offer similar functionality. I have managed to do some work on Oversteer...

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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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