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[WIP] Vidorra Racing

Discussion in 'Works In Progress - Archive' started by VidorraStudios, Aug 25, 2016.

  1. VidorraStudios

    VidorraStudios

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    Working Title - Vidorra Racing

    - AI and physics testing with our crash test dummies!

     
    Last edited: Sep 11, 2016
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  2. Magnumstar

    Magnumstar

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    Looking really good. The physics seem on point.
     
  3. VidorraStudios

    VidorraStudios

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    Currently working on item pick up logic... more updates to follow..
     
  4. VidorraStudios

    VidorraStudios

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    I've had several messages asking about how the AI make their lap route decision. It's quite simple, they're just offered a choice of waypoints and pick one at random.

     
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  5. Magnumstar

    Magnumstar

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    It'd be cool if you weighted each way point based on players distance ahead or behind and then switched cars (based on cars performance metric, that correlates to the weight number of waypoint)
     
  6. VidorraStudios

    VidorraStudios

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    I like that idea and it's something I was considering.. for example, an AI that's in 1st place would be less likely to take the short cut.... or if the actual player isn't doing so well... the AI will give them a chance (less likely to take a short cut).
     
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  7. VidorraStudios

    VidorraStudios

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    Update:
    Race logic update, physics improvements, wheel boost charge concept and race over cameras..

     
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  8. VidorraStudios

    VidorraStudios

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    Updates: Collision updates (Raycasting), AI short cut and boost weighting and other tweeks.
     
    Last edited: Sep 18, 2016
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  9. RavenOfCode

    RavenOfCode

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    This looks really cool! Looking forward to more! :)
     
  10. Magnumstar

    Magnumstar

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    Very nice, you decided to enhance AI with weights! It looks great.
     
  11. VidorraStudios

    VidorraStudios

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    More updates..
     
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  12. Magnumstar

    Magnumstar

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    I'm really digging the turning physics and the music in this game. Are you the developer of music?
     
  13. VidorraStudios

    VidorraStudios

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    Yes, music done by me, although it's likely to change/have updates as the project progresses..
     
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  14. VidorraStudios

    VidorraStudios

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    Homing Water Bombs.
     
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  15. VidorraStudios

    VidorraStudios

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  16. VidorraStudios

    VidorraStudios

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  17. RavenOfCode

    RavenOfCode

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    It's looking pretty cool, the AI seem a bit off though. They line up right behind each other on the straits and on the corners kinda disperse. Perhaps not having them line up on the straits as much, also maybe having them turn too much and have to compensate would also look a bit realistic. Anyways good job! :)
     
  18. VidorraStudios

    VidorraStudios

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    Thanks for your feedback.

    I've tweaked the AI and also added some physics improvements, plus jumping and boosting.

     
  19. JamesArndt

    JamesArndt

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    This looks really great. Did you roll your own physics or use a package?
     
  20. VidorraStudios

    VidorraStudios

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    I created my own physics system.. it's not 100% there yet and will need more tweaking until I'm totally happy with it.
     
  21. FeedorFeed

    FeedorFeed

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    Are you using the wheel colliders that are builtin to unity? if so, are you using torque to power the karts? or have you gone for a different system altogether?
     
  22. VidorraStudios

    VidorraStudios

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    I'm using my own custom system using Raycasting in each corner of the kart and applying downward force.

    More updates..
     
    Last edited: Nov 20, 2016
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