Plan for Brian Richardson (bzztbomb)
by Brian Richardson · 10/17/2004 (8:31 am) · 1 comments
I got back from IGC a while ago, it was a blast. It was really inspiring to see everyone having projects done and showable to get feedback on. It was very cool to meet everyone I had talked to on IRC for a while, and random new people working on really cool projects.
I was planning to have my game, Kartpunks, ready (but ugly) for playtesting comments. Kartpunks is a racing shooter game, I hope to mimic the gameplay that the original MarioKart on the SNES had. I remember playing that game at my friends house into the wee hours of the night.
But I spent too much time trying to get a custom track object for torque working. (See this dude) for someone that got it working. It was neat to talk to Brett and to find out that he had to fight the same problems I started to fight.
I should have canned the idea after day two of debugging it, then I'd have something to show off. But I guess that's a lesson learned. I'm back on the: get it done, even if it's ugly, mindset. So, I'm using quark to design my levels and I'm moving on to finishing the game.
On the better news front, I have added some "stuck" detection to the AI cars, and they can now run into each other, or get stuck on walls, and they'll keep on trucking. Here's a screenshot of 4 bots running around the track continously:

If you squint hard, you can see the cars are from Bravetree's Car Pack, it's a neat car and fits better with my prototype.
Next on the list is to implement more weapons, then the prototype should be playable. After that, I'll revisit the bot AI. I just bought AI Game Programming Wisdom 2 and there are a lot of great racing AI articles in it that I want to implement.
I was planning to have my game, Kartpunks, ready (but ugly) for playtesting comments. Kartpunks is a racing shooter game, I hope to mimic the gameplay that the original MarioKart on the SNES had. I remember playing that game at my friends house into the wee hours of the night.
But I spent too much time trying to get a custom track object for torque working. (See this dude) for someone that got it working. It was neat to talk to Brett and to find out that he had to fight the same problems I started to fight.
I should have canned the idea after day two of debugging it, then I'd have something to show off. But I guess that's a lesson learned. I'm back on the: get it done, even if it's ugly, mindset. So, I'm using quark to design my levels and I'm moving on to finishing the game.
On the better news front, I have added some "stuck" detection to the AI cars, and they can now run into each other, or get stuck on walls, and they'll keep on trucking. Here's a screenshot of 4 bots running around the track continously:

If you squint hard, you can see the cars are from Bravetree's Car Pack, it's a neat car and fits better with my prototype.
Next on the list is to implement more weapons, then the prototype should be playable. After that, I'll revisit the bot AI. I just bought AI Game Programming Wisdom 2 and there are a lot of great racing AI articles in it that I want to implement.
About the author
dakz0rz
What would you rate the AI Wisdom books for someone who is a newbie to the AI scene?