Oversteer Racing: Dev blog #39 – The one where we stop the race from starting

This month has been pretty busy, as I suspect will be the case for a while now, and so I've not spent as much time on Oversteer Racing as I'd have liked. One of the tasks I've started looking at is the start of the race.

Currently the race starts as soon as the level/track loads which is obviously not what will happen in the actual game. I've yet to decide how the race should start. It could have a "fly-by" recap of the grid positions or maybe some sort of overlay on screen. I think it would also be useful to recap the race length, pit stop prediction etc. Once that's complete there will be a start light sequence and the race will begin. This month I added code to prevent the race starting immediately. This enables me to trigger when the race should start.

One other component of the race setup is the starting positions of the cars. I've now configured a ten place grid on the test track (so the code now matches the texture) and can control the position of cars on the grid. I still need to add code to support random grid positions and also some sort of qualifying session. I think the most likely format for this will be a one lap shoot-out where the player can do an "out lap" from the pits and then a single flying lap.

So much still to do...

Next month...

I want to carry on working on the start sequence and also improve some of the AI car behaviour when they stray off line.

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...