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(4 edits)

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Today was vehicles day! What are city streets without traffic?

I built:

  • A basic pedestrian entity, that uses a simple nav-mesh system. I place invisible entities that pedestrians look up to decide where to move to.
  • Added multi-part vehicles.
  • Intersections, with stop lights and a working “cycle” system.
  • A vehicle “consumer” that deletes vehicles nearby who get off track.

My level design collaborator filled in the remaining holes in the generator block types for roads.

I spent a lot of the day on a mistake – I thought I wanted vehicles to spawn in continuously from “deadends” in the road network. There was a certain logic to this. It turned out to be both tricky to implement (the multi-tile vehicles are finicky) and when I got it working, the streets were just flooded with traffic. Plus it made me realize that the actual network itself needed to be coherent; there could be no loops. All traffic needed to move from a source to a sink reliably.

Over dinner, I was bemoaning my poor planning to my son and as always rubber-ducking my problem made me realize my error. What if I simply … baked the vehicles into the road tiles themselves. It’s not quite as systematic. But turned out to be a lot easier and a lot more reliable.

So I exited the day with roughly what I was aiming for. A working vehicle system that the player can interact with dynamically.

Next Up

The days go fast! My high level modules left are:

  • Enemies + “death”
  • Player movement tuning (and add energy system)
  • Player abilities
  • Objectives + success
  • Multiple levels
  • UI polish (minimap?)
  • Tutorialization??

More of those than I have days left. But I think many of these will be less than a day to do. Tomorrow is probably Enemies and “death.”