Day 16
Added a car, and just like that, it's all coming together :P
https://edave64.github.io/mayo/
(The car is pretty good at righting itself, but if you get stuck, press r to reset to an upright position)
Next, I'll have to add the mission system.
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Day 16
Added a car, and just like that, it's all coming together :P
https://edave64.github.io/mayo/
(The car is pretty good at righting itself, but if you get stuck, press r to reset to an upright position)
Next, I'll have to add the mission system.
Day 14
Improved the world generation. The code is now OK to look at (https://github.com/edave64/mayo/blob/main/terrain_generator.gd), a bit faster and much more consistent.
Something I didn't consider though: It doesn't really work in single threaded mode. That's a problem, because because the web export needs special headers if you want to support threads there.
That's why it won't run on gh-pages: https://edave64.github.io/mayo/
So I guess if I have time I should add a quick fallback for that.
Day 15
Just a small addition today: Added a single treaded mode to world generation
So it now "runs" as a web-version: https://edave64.github.io/mayo/
I might need to add some way to split mesh generation across several steps, so it doesn't have to do all of it in one frame, but it's better than nothing. Especially since the actual game will be more zoomed in.
Day 16
Added a car, and just like that, it's all coming together :P
https://edave64.github.io/mayo/
(The car is pretty good at righting itself, but if you get stuck, press r to reset to an upright position)
Next, I'll have to add the mission system.
Day 17
We have some "gameplay" now. You can pick up pizzas and deliver them to the one client in the world.
I wanted to point towards goals by positioning icons on the screen, and I did have the conversion to screen space coordinates running, but it freaks out if the object is behind the camera, so I'll have to figure that out.
For now, I'm just happy that the easier to implement pointer is no longer patented :P
Day 18
The camera now follows the cars rotation, with manual twist control through the mouse. I also wanted to add pitch control, but I don't understand how to work with angles in 3D. :/
I also had a look at the car physics in pakoon. That was quite a bit more drifty and almost glued to the ground. So tomorrow I think I'll make some flat test terrain and try to tweak the physics so it feels better.
Currently, the driving is pretty unsatisfying.
Day 19
I've tweaked the car mechanics a bit.
It's now powerful enough to get up to 200km/h on flat ground, but remains handle-able in bumpy terrain. The center of gravity is barely high enough that you flip over when you turn fully at high speeds.
So most of the time, you don't have to worry about it, but there is still some nice sway from the suspension in curves.
Also, I've coordinated the horizon color with the distance fog, so terrain pop-in is less noticeable.