The Finish Line Fun
Mar 30, 2013 Demo 0 commentsThis is a demo of an early build of the fun game type for The Finish Line. What is the "Fun" game type? The fun game type is the crazier vehicles in the...
There are many videos on Humean games' Youtube page but here is one for you check out!
0 comments by Humean_games on Mar 30th, 2013
Humean games have released a new demo for The Finish Line. It lets you play the fun game type. This is tractors.
Here is the demo's desciption
"This is a demo of an early build of the fun game type for The Finish Line. What is the "Fun" game type? The fun game type is the crazier vehicles in the game. The demo features tractors and a new track which you can practise at in both day and night. The updated HUD will now tell you your speed, lap, current lap time and your sessions best lap time. The full game will feature a fun game type, road game type (this will be more serious cars like race cars) and possibly a oval game type which would be oval racing. Unfortunately there are a few lighting issues with this but I really wanted to get it out today. This is why lighting may look slightly odd and you may experience no shadows or odd shadows. Thank you do trying The Finish Line all constructive feedback, good or bad is welcome."
You can download it right here on indiedb by hitting the download button bellow.

This is a demo of an early build of the fun game type for The Finish Line. What is the "Fun" game type? The fun game type is the crazier vehicles in the...
This is the first public build of The Finish Line mini, this is not a finished game please give feedback on how it can be improved what you like and what...
An early alpha demo for The Finish Line, this does not represent the full game!
A test copy of The Finish Line with one map to see if the game runs on mac OSX
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Prototype is going well :D in terms of general idea it is mostly working :D
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May 18 2013, 9:43am
Thanks for your answer. We also have AI controller/pathnodes system but also with spline. There are several pathnodes on each track segment and AI choses pathnode with biggest 'weight'. The closer pathnode is to spline, the biggest itsweight is. First bot to reach current pathnode chooses the best next pathnode and others chooses pathnodes with lesser weight.
Good trees assets.
Very nice music.
And how AI is handled? Is it scripted move or AI-controller?
Thanks,
Most of the trees are from DK2007 speed tree pack check it out here Udkresources.com
Some of the music I created myself some I got from a CC website here Machinimasound.com
It is a AI controller, that follows path nodes.