As a result, I managed to advance with my car game - physics are completed (Not collision physics, just so that you know), a replay function is added (Records your time/race, so that you can later on load your "Ghost car" from a file) and A.I. has been fully integrated.It looks way more impressive when you actually race against the AI - they stick to the track extremely well (Even if they have the same physics as you - no railroad "follow path" cheating crap here) and if they spin off/crash, they will try to reverse, turn, and drive back onto the course.But the project's design isn't final - the art will be replaced by spriteart that I have done, as this is my final year's project that I have to complete in about 4 weeks.It will include: Arcade mode, with a small amount of cars and tracks to choose from. GT mode, where you have to buy your cars which unlocks extra cars for arcade mode. The further into your campaign, the more tracks you will unlock for Arcade mode, too. Timetrail mode, where you race against the clock, or against existing ghost-car data that will be included with the game, or against your friend's ghost car data (You are able to save ghost car data into a file, and even upload it to the internet).Also, the game will be styled after MASHED, Gran Turismo 1 and Micro Machines. There will be many sub-modes for races (Like a points tug-o-war, for example)Got suggestions? Tell me! I would like to try and make this game as fun as possible.
We can haz early alpha?
I'm going to add boundries, some obstacles, speedups, jumps, and then I shall release the early alpha in about an hour or two :)
A video would be nice. Also, you should make the smoke less aggressive.