Oversteer Racing: Dev blog #22 – The one where the wheels come off

I have to be honest, it’s been a really bad month for spending any time on Oversteer Racing. I had a huge piece of work (for another project) to finish at the end of May and that left me exhausted and the last thing I wanted to do was spend even more time coding. I’ve been surprised how much working at a consistently high pace for an extended period of time has taken out of me. As a result I’ve been spending some time doing other things and taking a bit of a break.

That said, I’m never a fan of stopping work on something completely as the overcoming inertia and restarting can be pretty difficult… so I have done some work on Oversteer Racing. The work I’ve been doing has still be focused on pit stops. Building on the work from last month (where the rival cars were passing through the pits without stopping), the rival cars now turn into their pit box and then move out into the pit lane again in order to leave the pits.

I’m also happy with the code that allows the rival cars decide whether they should be pitting or not. So there’s a good amount of groundwork done for the “race craft” of the rival cars.

Next month

I need to determine how long rival cars should stop for.

About Kieren

Director of Mucky Creature Ltd. As it's a one-man games studio I suspect that also makes me lead developer, sound designer, lead artist, marketing director, community support officer etc etc...
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