I have gone through and planned a significant amount of this game’s backed. I still need to design the internals of the game’s menu’s, and am not quite convinced of my abstraction around the world generation yet. (Though that is a feature uncertainty rather than something technical). So behold the current plan:
I spend the evening implementing the eventsystem package, and the two planned widgets (more will be added as the menu is created). As a result, we have the speedo with the new architecture.
The great thing about planned architectures like this it that they allow better testing. As a result, here is the speedo running on some test data (sine wave driven by time for the speed, modulus of time for the boost):
Yes, I agree that the text background makes it a little unclear. I’ll have to darken it slightly, or lighten the main text.
What’s really cool about this implementation is that there is a python variable that adjusts the range of the dial, so I don’t have to twiddle UV maps and then worry about the speed not lining up with the speedo marks.
The plan for the next lot of free time is to:
- Plan out the menu (including concept art, software and blend architectures)
- Figure out a way to do screenshot-diff testing of modules (eg the speedo)
- Create a build system for generating some of the procedural textures (eg the speedo ticks, the terrain grid texture)
- Revisit game design for:
- Track generation (how much control does a track have, is performance adequate, how to do physics)
- Game Modes (eg lives, powerups)