Monthly Archives: January 2013

Super Kart Racing – Implemented Audio Controller

Updates: No work on visual art this week. Implemented a sound controlling system. Integrated sounds when smacking walls, other AI karts. Will play from (3) random sounds in an array. I’ve also included an engine sound that changes pitch based on engine RPM. Lastly I’ve implemented the skidding sound when sliding in turns, I’ve also put the trail renderer in there to leave visual marks on the track behind you. The audio is definitely placeholder (and it’s not high quality stuff). It’s only there at this juncture, as proof of concept that the scripts are working to produce sounds. Follow the link to the updated web player.

http://fatboxsoftware.com/super-kart-racing/4573006708

Go Kart Demo NGUI Update

1-18-13_WebDemo

Web playable update: http://dl.dropbox.com/u/16956434/Kart_Race_Demo/1-18-13_Webplayer/WebPlayer.html

Converted all in-game HUD elements to NGUI. Now they’re rocking 2 draw calls of the entire UI (1 is for the font and other for UI elements.) I am aware of the position indicator doing it’s bugginess. What is occurring, is that when the player and AI are equal in Laps Completed, Waypoints Passed and are relying on Distance to Next Waypoint to calculate who’s in front..well that value is jumping back to 0 at each way point being passed (resets value). So I think because the data is relying on the rapidly changing value to determine race position in these circumstances, it’s glitching a bit. Once you determine a lead by passing more waypoints in general or more laps, the position indicator is fine. It’s a bug and I’ll fix it.

I’ve also added in driver camera functionality if you click the camera icon in the top of the game window. Helps with the sense of speed a bit, but I’ll do more with the far camera’s sense of speed when I get to that. For now I’m working on getting the second functional AI vehicle in…I intend to have a race between (3) Karts.

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