[DEV] Indicator & Movement changes


worked on redesigning the target indication , now clips arrow on hexagonal shape showing where the target is, updated speedboost to boost to maximum speed uncontrolably (can’t break during boost)


[DEV] Tutorial images

In the past two weeks, I have dedicated a lot of time to the tutorial images that help the player know what he has to do. For example, when he flies over a pick up, he will know to press F/H on keyboard or X on a controller.

This system works together with the settingsmanager I designed earlier, which lets the player decide if he’s playing with keyboard or a controller. The tutorial system works with 3 differents sets of images, a set for controller, for the left side of the keyboard and the right side of the keyboard.

Each image is instantiated the moment you need it and destroyed as soon as it is used.
I would still like to add some kind of animation to it to make it look more convincing.

In the current build, the keyboard images for accelerate, move left/right and pickups are added, and the pickups for controller. I am currently reworking the system of them overriding each other a bit before I continue adding the rest of the images.

[DEV] Player & Camera Movement

This week I mainly worked on making the player movement more consistent along the track, and making the camera movement more fluid.


Up until this week the camera’s position was locked a specified distance behind the player, giving a very rigid feeling. I tried a handful of techniques to make the movement smoother, and went with the best solution.

The main feature I added to achieve this effect was a clamp on the camera’s movement value based on the player’s speed. The faster the player is going, the higher this value can be. Without taking the player’s speed into account here, the player would either zoom off into the distance and leave the camera behind – or the effect would be cancelled out entirely.

Another thing I added to smooth the camera motion is a slight overshoot when the player goes around a corner. The faster the player is going and the sharper the corner, the bigger the overshoot. This really makes the game feel more flowy and fun.

Finally, I moved a ton of string value calculations from Update() to Start() which improved performance wildly.

-Andrew Weeks

[DEV] Turret powerup, input choice


This week I have focused on working on a new powerup. It is a turret that follows the player and shoots the other player when that player is within range. The turret auto aims and also rotates towards the other player.

Next to that, I have also made a menu where the players can choose if they want to use a controller or keyboard. A gamesettings manager keeps track of these values.