Thank you.
Yes, that was the last thing that I was working on, but it didn’t make it - a pause and death screen menu. The “right” into the game was intentional, as you don’t have enemies / threats until you buy an upgrade.
Thank you,
The models were from asset store (the “trailer” car that you are buying was me remodeling the original car :D), but I’ve retextured them, to better fit the theme I was going for.
I am still considering diving deep into blender, to see if I can model at least something more than a cube or a rock (smaller cube) :D
Thank you,
As I’ve said in one of the previous comments, the AI has super simple rules, but yet behaves in a pretty pleasing ways. Also the actual following of the player was an emergent behavior that was just a coincidence of the two implemented rules coming together. Shame that I haven’t had time to implement mines :D
Thank you :)
Interesting, I’m now curious on what is the issue. The audio though… Yeah - there is unfortunately no audio. I had selected a few tracks and actually had a brilliant idea for effects, but I didn’t have time to put it in. I’ll be better prepared next time.
If you want to know more, let me know :)
Thank you for the kind words :)
I’m just a bit bummed out I couldn’t add more content - I’ve prepared everything, so just couple of hours to get more weapons, AI variants, or carts. I’ll see if I can add more after the upload restriction will be lifted. Also was thinking of releasing the code - but I would need to clean it up a bit - it is super messy :D
If you want to know more, let me know :)
Yes, that was a huge oversight on my part. Glad that you’ve overcome it thou and could enjoy the intended experience :)
The generation was actually super easy - three small “systems” working together.
If you want to know more, let me knoww, I’d be happy to respond :)
Thank you.
The AI was actually super simple, It had two “motivations” One is to get as close to you as possible, while other is trying to go the same direction as you, then just interpolating based on the distance. I’ve constrained their inputs in the same way as players (constant accelerate and limited turning). It got super interesting when I made them a bit faster, or turn better than player. My fault for not having some enemies actually have those values. :D
If you want to know more, let me know :)