Free time has come to zero (more or less)

Free time has come to zero (more or less)

Good afternoon followers!

Some minutes ago I received the critical phone call telling me when I’ll start my job… 2 May. Exactly in three days from now! So, as the title of this post says, my free time has roughly come to zero. Or better, if I’m not wrong, my only free days should be Saturday and Sunday (and this is right, because my job will be full-time). Other days I will be busy from 6:30 to 20:30 because I have to spend around 5 hours in public trasportations, and honestly I’m not very sure on how much I will be able to work on my projects by night after 20:30, since I should at least eat, have a shower (duh!) and go to bed not later than than 00:00 (or I will never wake up at 6:30).
Honestly I expected to begin the job more or less in the middle of May, since my boss told me so some days ago, but looks like something changed in their plans. At least, the earlier I begin, the earlier I get paid!

I’m not going to talk about how I feel now and similar things, so I’m going to post an update of Duel Of Speed wich I did some time ago, but wich I totally forgot to post here! Here’s a quick screen:

Duel Of speed update

Since the first (and only) time I posted Duel Of Speed here on the Diary, I did many important changes to game mechanics:

  • Larger track and smaller spaceship;
  • Opponents have a “perfect” AI, wich you almost can’t beat (this is only for testing purposes: AI will have different difficulty levels later in the development, and different behaviours too);
  • Opponents start racing as you press UP, then they will race indipendently from you (no semaphore lights yet, pardon);
  • Taking sharp turns makes you gain ground, while taking wide turns makes you lose ground, just like in real car racing. Opponents always make really sharp turns, so it’s very very difficult to overtake them;
  • Changed the way in wich track inclination is handled, making it completely indipendent from turns and slopes (this makes it easier to build tracks for me, and avoids wrong orientation of the background);
  • Background movement is now completely smooth;
  • Racetrack fades away in the background instead of ending roughly at the horizon;
  • Some small changes to controls, speed scale, track design (it’s still the same test track), and bug fixes;

You can obviously try the latest version at this link. Remember there’s no ending, so you can race as long as you want.

I’m pretty sure I can continue to work on my projects only on Saturday and Sunday, but one thing is sure: I will never abandon my games. Sooner or later I will bring them to conclusion, and start making new ones, because this is what keeps me alive. :)

Thanks for reading today’s post! I’m pretty sure I’ll post something after some days of work… I’ll let you know my opinions on my new job at EgoRego. See you around on the web!

Danjel Ricci

2 Responses to “Free time has come to zero (more or less)”

  1. Pascal

    well done, and i would really like to understand how it works.

    To do the road, do you have plenty of 2D sprites at the screen, that you update from a kind of array in memroy you would scroll step by step? or is it some fake 3D object that you really move in the space. It looks more the first option to me, but can’t be sure.

    I’m in the process of creating a kind of “Lotus Esprit Turbo Challenge” or “Out run” like game with the old school gfx. If you could point me in a direction, it could help me a bit.

    Thanks ;-)

    • Danjel Ricci

      Hi! Thanks for your interest. :D

      Actually the racetrack is made up of many “slices”. These slices are flat 2D planes subsequentely placed inside a real 3D space. I move and recolor them by dynamically reading code from a script (wich is similar to an array). That script contains all the data needed to define turns, straights, crockscrews etc. Notice that I only move the slices along horizontal and veritcal axis: the depth movement is only a feeling given by gradually changing color and texture to the slices!
      Opponent ships, on the other hand, move also along the depth axis, because they obviously need to roam freely around the track. But your own ship only moves on two axis!
      Also, the background is a giant 2D plane placed in the distance, with a repeating texture assigned to it.
      All the data regarding opponents and player position along the track is handled by a script; imagine that everything is virtual and there’s no real 3D space. It’s everything faked!

      The reason why I made this game 3D instead of pure 2D is because it was easier to code this way. I had to do way less calculations, since a 3D engine natively gives me the right perspective view.

      Time ago, only few 2.5D racing games used this “slice” system. I wanted to use it too because it gives me the freedom to change track texture in wichever way I want, and because I can have rollercoaster-like track inclination with little effort!
      Common 2.5D racing games used instead the standard, yet brilliant sysem wich is described at this link:

      Much theory explained there has also been applied to my slice system, especially the logic behind slices movement and consecutive turns/slopes.

      Hope this helps! Don’t forget to post here links to your game. :D

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