Post news RSS Pickups and weapons, Improved AI

Hi. So in the newest version AI behavior was significantly improved, added extra value to the steering part, I was beaten at test distance by AI,we have very classic pick-ups system.

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Hi.
In the newest version AI behavior was significantly improved, added extra value to the steering part, where AI has 'treshold' for the steering, same with acceleration - if angle of required steering is too low, it will not slow down or turn wheels. And added one more thing - brakes, so if the required steering angle will be too high (it has treshold as well surely) and something at before the car will be too close, it will add break and will decelerate, also steering will be much higher. As the result, I was beaten at test distance by AI, which means I'm doing everything right. For now it's pretty solid and doesn't strictly depend on any numbers, but more on the car speed, steering angle and other parameters, which updates very fast and AI thinks very fast.

Next thing - pick-ups. Logic right now is pretty simple, it carries some weapon (should be random in future, but for now I have only rocket), and when AI or player goes through it, it transfers the weapon to the actor, also instantly becomes inactive for period of time. So we have very classic pick-ups system right now. It's only matter of weapons variety for improvement.

Rockets: I've also improved rockets' behavior, made them increasing speed until it dies, increasing angle of the thruster offset during life and added extra decoration just to show where it is and how it flies around, temporal glowing trail particles. As cool additions - rockets will add angular force to the vehicles in explision radius and also they have 1/10 chance for explosion after hitting hard in any surface. So rockets now are really fun to play with :)

I also teached AI to shoot if it's carrying weapon after something will be at the sight and will run faster. If it's running at almost same speed, AI still have chance to shoot (1/10) but mostly will try to run over the opponent instead shooting him.

Here's quick preview:

Reddit.com

That's it :) Stay tuned!

Comments
~cHendler~
~cHendler~

Good progress. Keep it up. )

Is the main goal of this project still to do a remake of Re-Volt?

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Pirog Author
Pirog

thanks,
no, it is a soul successor of the Re-Volt, so it means it captures the idea, takes the best from it and do on it's own.
Good example of soul successors are GRIP and Redout, take a look on them. They taking old but great games and doing on their own

Thanks for writing comments by the way, it does motivates much :)
Cheers

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~cHendler~
~cHendler~

Зайдя в ваш профиль я увидел, что вы из России. Это упрощает дело, ввиду того, что мой английский не очень хорош. :)

Да, я понял что вы имеете ввиду. Слежу за GRIP (продолжателем традиций Rollcage Stage) и Redout (продолжателем традиций WipEout). В продолжение списка могу добавить Road Redemption (идейны наследник Road Rush)...

Я очень рад, что вы возобновили разработку этого проекта, т.к. являюсь большим поклонником хороших игр про радиоуправляемые машинки. В своё время дико залипал в Re-Volt, Stunt GP, RC Cars (известная так же как "Недетские гонки") и Smash Cars.

Удачи вам в разработке.

P.S. Я бы вам посоветовал в новых апдейтах писать не только на английском, но и на русском, как это делают разработчики вот этого мода: Moddb.com Как мне кажется, это может увеличить количество мотивирующих комментариев. :)

P.P.S. Очень жаль, что на данном портале не реализована возможность ставить "лайки" под новостями, апдейтами, картинками и видеороликами...

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Pirog Author
Pirog

Да, перечисленные гоночки так же стояли в фаворитах в свое время, отличные идеи были.
Статьи на русском? Это можно, не составит большого труда. Спасибо за поддержку и не страшно что нет "лайков" или схожей системы рейтингов, на Reddit она есть ;)

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~cHendler~
~cHendler~

Is the main goal of this project still to do a remake of Re-Volt?

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