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GFV

Member Since 25 May 2013
Offline Last Active Mar 31 2014 04:18 AM

Posts I've Made

In Topic: Ideas to block roads?

24 September 2013 - 05:24 AM

Thanks, I’ve read it and it will definitely help us in the future smile.png I appreciate for sharing!


In Topic: Ideas to block roads?

23 September 2013 - 08:43 AM

Those are some very good questions Herbert smile.png Most of these are sadly still opened, we didn’t even start yet with the traffic.
 
I think one question you forgot is how many polygons car will have, currently that’s my biggest fear. I want the game to be beautiful too of course and details are important to us all smile.png
 
The thing about cars turning only right in Driver games — I don’t think that’s completely right. I think it was only this way in the latest Driver game, and yep I noticed it ;) Did I mind it? Not too much, but after some time, every time when you start the game, you know which car will be where, which does make it look very scripted (well, it IS scripted after all).
 
Also thanks for mentioning the highway loop idea. In fact we do have such a thing. Not a highway but it’s a big main street which makes a circle around the district the game is set it.
 
 
I’ll answer your questions because it also helps me visualise the whole thing for myself smile.png
 
 

1. How many cars can be on the screen?

As many as possible I hope! We also want to put lots of parked cars, something you don’t see in many games, and I feel it’s going to be problematic. I’d also like to make traffic jams if possible. (for example for certain modes, etc.)
 

2. What happens when you reach your AI limit?

Cars would suddenly disappear to make space for other cars? laugh.png 
 

3. What path/spline will the vehicles be using?

Every lane would be one path, I’d also like to make extra paths for, say if you drive with a police car, so civilian cars make some space and jump onto the other path. This path would be a bit more right into right lanes and a bit more left into left lanes. But we have to see how exactly we would do this, or if someone else would do this, I have no idea about how it works right now to be honest. Maybe it’s possible to just set an off-set to the default lane path when a police car is behind the civilian car in question, in that case it wouldn’t need to make an extra path at all. Probably that’s how it works?
 

4. Will the AI cross lanes?

I don’t think so, it would be cool but probably too complex to make, and I would like to keep the game really simple.
 

5. Will the AI make U-turns?

Same as above I guess!
 

6. Will you use traffic lights to control the flow of traffic?

Yes of course!
 

7. What happens when an AI is forced onto the other side of the road by a player?

It should brake of course, to not crash into oncoming traffic!
 

8. What happens if the player is stationary in front of traffic? Do you spawn more, does the traffic try to avoid the player?

Well, that’s one problem I’ve been thinking of already for a while. There are several solutions. One would be that the traffic avoids the player, another one would be that traffic would stop behind the player and start to honk. The first solution is probably more complex to make, the second one poses another problem which I’ve experienced in early Driver games. Let’s say you stop at a red light, as if you were driving completely normally… the cars come and stop behind you, and suddenly start honking. Why? You aren’t doing anything wrong. So how exactly would you solve this problem? We’d have to make special “fields” near traffic lights in which civilian cars would enter and then if the light is red they wouldn’t honk, if it’s green they would. I don’t think this will work… Probably at the start we’ll just make them stop behind the player’s car without honking at all.
 

9. How will the AI know the general direction of travel?

They’re going to have fixed paths?
 

10. How much spacing will there be between AI cars?

Normal space which you should keep between two cars when driving at 50 km/h in real life, except at red lights (or if the player stops in front of the traffic), they should come closer in that case!
 

11. What happens to an AI car which isn't on the screen anymore?

Good question. Is it possible to make them disappear and reappear very quickly? For example if the car is behind me. I see the car. I look back to the front. Car disappears. I look at the back, car reappears again. Is there such a system? Or would it take too long and the car wouldn’t show up in the first half second or so when I look back? I need to check how we can “spare” as many polygons on the screen (and in the whole scene) as possible, actually that’s someone else’s work but I still need to check this myself.

 

 

Do you have experience with making AI traffic? None of us does actually, it’s a complete new field. We’re far from doing the traffic system now but one day we’ll have to attack it I guess wink.png


In Topic: Ideas to block roads?

23 September 2013 - 05:51 AM

Well, it isn’t exactly a racing game in the sense that you’re during pure races, it’s more open world driving around (with races too of course) but only in vehicles.

 

So the idea about fans and TV vans wouldn’t really work.

Yes, there is AI traffic and the solution should be simple:

 

— If the roads are blocked, with any of the above mentioned methods, then the AI simply won’t go there. It will act as if there was no road at all there and it won’t turn into that corner

— If we use the half-transparent barrier idea, with the 5 seconds limit, then the AI could drive there and eventually disappear after another corner

 

The player wouldn’t get to see that obviously because his car would be reset.

 

Like ShadowFlar3 said, 5 seconds is a lot at racing speeds, but I’d like to have plenty of traffic, therefore you won’t be able to drive that fast (I don’t want it to be a “Drive-300-km/h-in-the-city” sort of game), but obviously first we have to check if it’s possible at all to have the amount of traffic we wish, chances are it can’t be handled. sad.png

 

Then again, even if a player would cross the transparent wall at highest speed, it’s not too much of a problem for the extra map. The map is done by another company that we hired and it would only cost us a little more.

 

Also, we could apply both methods: blocked road plus transparent barrier. We could make it so the road blocks can be destroyed (concrete barriers, police cars, whatever) but as a result the player would heavily damage his car and eventually even flip. At the same time he would have crossed the transparent barrier, meaning he wouldn’t have come far because his flipped / crashed vehicle will be reset in 5 seconds.


In Topic: Ideas to block roads?

22 September 2013 - 03:00 PM

Wow some great lists here!

 

Thanks guys for all the ideas, definitely some useful and also funny stuff in there laugh.png


In Topic: Ideas to block roads?

21 September 2013 - 03:48 PM

Haha yes, our problem is that we have too many roads to block!

 

The collapsed bridges… we had this idea already because one part of the city is located next to a river. On the other side of the river starts a new district of the city which we do not want to cover because we only want to do one district, which is the city centre. We had the idea of collapsed bridges but finally some of us didn’t like the idea because a collapsed bridge kind of sends “negative vibes”, and this isn’t really a war game, it’s a racing game actually. smile.png So that’s how I got the idea of the construction site the first time, basically to make the bridge under construction. Ironically, this bridge was under construction for real (in the real city) not too long ago — leaving only space for trams. The trams in the game could block the road (they wouldn’t move from there in that case).

 

Finally I’m starting to wonder if it might not just be easier to place some “half-transparent” walls around city, and once you pass them, everything would turn black & white and you’d have 5 seconds or so to return, what do you think of this? Is this overdone? Does it have a bad image?


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