Skip to content

Releases: jakeesmith01/GameProject2

Final Project

Choose a tag to compare

@jakeesmith01 jakeesmith01 released this 11 Dec 18:47

In this release a lot of things were completely reworked.

  • Movement: Instead of adding constant speed, cars now have acceleration and velocity as well as more realistic turning. The opponent car has slightly higher acceleration and max speed, as well as slightly more benefit from hitting speedboosts than the player car to add a little bit of challenge to the game.
  • Added Mechanics: There is now an e-brake for the player car that allows them to turn much sharper at the cost of some speed.
  • New Map: A second map was added. This map is a summer field theme rather than the desert theme of the first map with some variations in the track itself. Since this map is the second map, the opponent car is a bit harder to beat on this one (added fewer waypoints so the car is able to accelerate longer than on the first map).
  • Updated Menu: The background image was changed from the weird default picture that was originally there to a more contextual background image. In the options menu, there is a field for selecting the level (1 or 2).
  • Added SFX for when a car (opponent or player) hits a roadblock.
  • Reworked how collision is handled and refined the hitboxes for both the cars and the roadblocks to more accurately match the visual texture.
  • Collisions now will knock cars back based off their velocity while more smoothly resolving the collision so the action is smooth and feels good. (as good as running in to a road block in a racing game can feel).
  • When a player wins the race, there is now an option to go to the next level or replay the last level. Losing will not prompt the player to move on to the next level, however if you want to play a specific level without winning on the other one first, refer to the options screen on the main menu.
  • Updated the entire opponent car class so pathing now works with the new movement (this took forever to get to a point that I liked).

The goal of the game remains the same, beat the npc car. With the new movement added and different mechanics, I made the NPC car faster than the player car, so the challenge comes from driving carefully, avoiding roadblocks, and prioritizing speed boosts.

Game Project 6

Choose a tag to compare

@jakeesmith01 jakeesmith01 released this 23 Nov 02:17

In this release, I completely overhauled the map and the AI for the opponent car, as well as added speed boosts and obstacles to avoid. Furthermore, instead of having the entire game world drawn, I added a camera that follows the players car and also provides a bit of a zoom giving the overall game a more localized feeling.

The opponent car AI now has pathing, derived from several points dropped along the map. The AI will avoid the collisions (it really does that I made the points before the road blocks (: ). It will follow along the race track, trying to get speed boosts and race the player to the finish line.

The map was completely remade using Tiled, which also helped a bit with the pathing for the opponent car. The map was tripled in size and also includes road blocks and speed boosts with collision implemented in to each.

Instead of the speed of the cars being randomized every Update, they are now a constant speed. To gain speed and an advantage against the opponent, the player needs to hit the speed boosts scattered throughout the map.

For the future:

  • Smooth out the collision knockback and implement acceleration instead of just constant speed being added to the cars.
  • Add a HUD and possibly a health property for the player car that will be decreased whenever they collide with a road block, eventually leading to their car blowing up if they keep hitting them.
  • Create another map for the game, with menu options for selecting what map the player wants to race on.
  • Possibly add more opponent cars with their own individual pathing for the race, along with a menu option for how many opponents to have in the race.
  • Add collision between the player car and opponent(s) car. I need to work out how this will impact the gameplay, and if its worth it or if it makes the game less enjoyable.

GameProject2

Choose a tag to compare

@jakeesmith01 jakeesmith01 released this 28 Sep 01:22

This is a simple arcade racing game, where the player is racing against the opponent. The player and opponent's speed is updated every 750 ms, making it a race against luck!

Featured are multiple game screens, audio for driving and for idling the cars, a winning sound, a losing sound, and background music throughout.

In the options menu are options for Music Volume and SFX Volume which I HIGHLY recommend lowering if you're using headphones.

Big shoutout to LittleRobotSoundFactory on freesound.org (more information found in Assets/Assets.txt) for the winning and losing sound.

Even bigger shoutout to Grafxkid over at https://grafxkid.itch.io (specific assets used can be found in Assets/Assets.txt) for providing the car models and the background textures.

The remaining assets were taken from various in class examples, such as blank.png, gradient.png, etc.

The background texture was generated by DALL-E (shoutout chat gpt).

You control the car with WASD, the goal is to reach the checkered finish line before the opponent!