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A progress journal

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Game Update

Hey there! This is an update to the game first discussed here: https://www.gamedev.net/blog/2139/entry-2261870-advanced-vehicle-and-weapon-prototyping/. if you haven't seen it before and would like to check out the "high concept" and the first progress update. I've reached the end of the semester, so I'm posting the progress I've made thus far. It's come a long way in a month! First of all, I created an environment for the project using the free Infinity Blade Firelands assets:

I remade the track which was initially just a bunch of placed static meshes and replaced it with a spline. It works well for the most part. It certainly looks much better than before. However, since the pieces were not made to be a track, there are weird collision issues that can really only be remedied with a custom track piece. I've added in a menu system and UI. Title Screen/Main Menu:

Player Join/Car Color Selection:

Players are given a random colour when they join the game, but they can use the sliders to manipulate the RGB values and create whatever colour for their car they want.
In Game:

Players information is tracked in the top left. The fill bar is for the pulse weapon that does a radial knockback from the car. The lightning symbol indicates when the player has a boost available. The bomb symbol shows when the player has a mine to drop. The number of rounds won are shown inside the trophy. The person who is in the lead (and has the camera following them) is displayed to the right.

Each game consists of someone winning a total of 10 rounds. A player wins a round by being the last one left on the track or by getting so far ahead of the other player(s) that they can no longer be seen within the camera view. Once someone has won the round, all cars are reset to the last checkpoint in a random place along the track. Debris and pick-ups are generated randomly on the track so each time a new game is started, the pattern will be different, but the track shape remains the same. AI cars drive around the track, generally just getting in the way. They will also place down freeze mines on the track every 20 seconds. The AI cars are given waypoints to drive to, which are generated randomly at each checkpoint. Every two seconds, the waypoints will raycast towards the next waypoint. If it is blocked by debris, it will move the waypoint to a new location. In this way, the AI are given a better path over time to drive. If they happen to get stuck or fall off the track, they will disappear and respawn at a new random location. Below is a gameplay video of the game in action. Thanks for reading!
[media] [/media]

Marquette Sexton

Marquette Sexton


A minute of your time (or less!)

I am still working on the game I described in my previous post and I'll have an update post within the next week! However, in the meantime... I'm also writing a paper that relates to the game and I would really appreciate it if you could take the time (it should take no more than a minute, promise!) to fill out a short survey. The help is very much appreciated! https://docs.google.com/forms/d/18H9zsFvTzbpjACNJiG5Htb8JAcpQBzVJ_Z80H_C7xw8/viewform Thanks!

Marquette Sexton

Marquette Sexton


Advanced Vehicle and Weapon Prototyping

For my final year at university, I was given a task to create a game that had two elements: wheeled vehicles and weapons using Unreal Engine 4. I created a brief high concept document outlining the game which I chose to work on: High Concept [color=#000000][font=arial]A 4-player (max) local multiplayer combination of Micro Machines/Circuit Breaker with non-lethal/destructive weapons and obstacles akin to Mario Kart.[/font][/color] [color=#000000][font=arial]Players race on a track, but not to be the first to the finish line. The player in the lead has the camera following them - if the other players get too far behind or too far to the side of the leader then they are out of the round until only one person is left. That person gains a point and everyone is reset at a checkpoint on the track. This continues until one person gets enough points to win.[/font][/color] [color=#000000][font=arial]Micro Machines Military:[/font][/color]
[color=#1155cc][font=arial][size=1][/font][/color] [color=#000000][font=arial]Circuit Breakers:[/font][/color]
[color=#000000][font=arial]Mario Kart Weapons/Power Ups:[/font][/color]
[color=#1155cc][font=arial][size=1][/font][/color] Camera [color=#000000][font=arial]3rd person, high angle, behind the character, close to top down.[/font][/color] [color=#000000][font=arial]Dynamic - follows the player in the lead. Zooms in closer when all players are near each other, zooms out further to a max distance when players fall behind.[/font][/color] Controls [color=#000000][font=arial]Gamepad Right Trigger - [/font][/color][color=#000000][font=arial]accelerate[/font][/color]
[color=#000000][font=arial]Gamepad Left Trigger -[/font][/color][color=#000000][font=arial] reverse[/font][/color]
[color=#000000][font=arial]Gamepad Face Bottom[/font][/color][color=#000000][font=arial] - use currently selected item
Left/Right Shoulder - cycle through items[/font][/color]
[color=#000000][font=arial]Left Analogue - [/font][/color][color=#000000][font=arial]steer left/right[/font][/color]
[color=#000000][font=arial]Gamepad Face Left/Right/Top[/font][/color][color=#000000][font=arial] - use weapons[/font][/color] Weapons [color=#000000][font=arial]Pulse[/font][/color][color=#000000][font=arial] - creates a pulse wave around the player's car, pushing any enemy cars a short distance[/font][/color]
[color=#000000][font=arial]Homing Missile[/font][/color][color=#000000][font=arial] - limited resource per game - will target the car directly in front of the user and cause the player to spin and wipe out.[/font][/color]
[color=#000000][font=arial]Standard Weapon[/font][/color][color=#000000][font=arial] - unlimited resource that fires directly in front of the player - will slow any car down that is hit[/font][/color] Pickups [color=#000000][font=arial]Invulnerability[/font][/color][color=#000000][font=arial] - briefly renders the player untargetable by weapons and unaffected by hits[/font][/color]
[color=#000000][font=arial]Oil Slick[/font][/color][color=#000000][font=arial] - places an oil patch directly behind the player. remains in the game until someone hits it. causes the affected player to spin and wipe out.[/font][/color]
[color=#000000][font=arial]Boost [/font][/color][color=#000000][font=arial]- gives a temporary boost of speed[/font][/color] Enemy AI [color=#000000][font=arial]NPC car(s) that will drive the track separate to the players to create moving/dynamic obstacles. If 1 player gets too far ahead of the other players, it will target that player in order to give other players the chance to catch up.[/font][/color] The following video shows the progress thus far:
Each small sphere on the track is a checkpoint. On the game start, each track point will find its nearest point in a forward direction and link to it. This way, the track can be modified (like maybe one day replacing my poorly created track with custom-made assets) and the checkpoints simply need to be moved to a new position. The player in the lead is tracked in real-time by calculating who is nearest to the checkpoint. The game has a full game loop. Weapons are being implemented. Shown are the unlimited standard weapon which fires directly in front of the player's current position. The other is the pulse weapon which pushes all enemies back with a radial force. This will eventually have a recharge time and cannot be constantly spammed.

Marquette Sexton

Marquette Sexton

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