The boosting and crashing mechanisms are in place, the animations blend nicely between the different gaits and we're now in the process of putting the rider on his mount.
We have Wiimote control and, with a quick trip to Maplin, a home made sensor bar to polish it off. The level has a map, lap counter and timers, a boost bar and tokens to pick up around the track.
It has taken a lot of tweaking to get the AI system to work for recent additions since each mount might tackle a corner at a different speed. In light of this, it was a good move to develop AI alongside the other components of the game. New additions to the player controls can then easily be merged with the AI logic.
The AI system itself sits on top of the mount controller. This means that the AI agents have the same access to controls as any player. This was done to keep the game fair but does mean that the agents must be fairly clever to provide any real competition.
In other news, we are soon to add our first rider which ultimately means we can start working on attacking other players. I can't wait!
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