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So it's the end of the 3rd week of the jam, last week I said our focus was on getting the AI in, and add some proper HUD and ship models.

Thankfully we've had a pretty productive week, AI implementation started in the middle of the week and went pretty smoothly, our first iteration was a pretty basic Spline path that the CPU would follow rigidly, this meant that the CPU felt very static and the handling was completely fake, after a rework and iteration on the logic we've made it so that instead the CPU is always chasing a point on the spline path ahead of itself but its subject to the same physics as the player, before if you slammed into an AI it wouldn't budge, since it was on a fixed path, now you can affect the pathing of CPU ships a bit, though they will always get back on track fairly fast.

Asset wise the in-game HUD is more or less finalized, all the assets and the logic behind them is working as intended, position tracking was dependent on having other racers so it had to be implemented once AI was in, there is still some jank regarding completing a lap and pos tracking but I have a few ideas on how to fix it already.

We're also made some progress on 3D assets, so far we have 5/9 ships in game with proper textures, I'm pretty happy with the work so far, each ship has a ton of personality.


There is still a ton of work left, We're starting to implement audio, and there's a few UI elements left, like the end of match scoreboard and the ending screens.

I feel pretty good about our progress in general but the next 2 weeks will be fairly hectic, we wanted to get a playtest build out this weekend but it's gonna have to wait a bit as there are a few key aspects of the build that aren't really in a playtestable state, hopefully we'll get it out during the week but next weekend is more likely.

Next devlog hopefully we'll have all the ships in, wrapped up the remaining UI and started on finishing the gameplay loop with ending screens.

Oh and I said I would show off some gameplay so here it is: