Long post warning!
Nice one! I kind of side stepped this by allowing the player to select the AI racers and their weapons- so if you want a big challenge you kit out your opponents with powerful weapons and fast ships. I might grow a conscience and do it properly at some point.
Just a smallupdate from me:
Things are going well (although at the minute I have no art assets, its all flying cubes!)
I have got a working ship select script- this has the 6dof constraint code so the weapons that my ships carry now have mass and are fully destructable- for example, one weapon has a fuel tank that if hit blows up and deals massive damage to the ship carrying it. So if someone carries mines, if you shoot them before they are dropped then its sweet revenge!
The track select will use a similar script to the above ship select.
I'm going over my old code for my weapons and slowly integrating it into my main 'test' file, and trying to spot bugs as all these separate files are brought together. At the minute I'm having fun with mines and lasers.
The timers all now seem to work: I have split times between the leader and second place, lap time, total time, best time. I managed to sort out a minor glitch in the race position script too. Occasionally something weird happens but its happens rarely.
Just as Zero can see how hard a ship hits something, all my ships and weapons calculate collision speeds. If a ship carries a weapon and flies too low, the weapon can be smashed off its mounting, or explode. I am also experimenting with having smoke and flames stream out the back that get worse as you get more damage. I was also thinking about destructible tracks, so heavy ships could damage the track depending on the collision...
Each ship will have multiple parts, so if it hits something hard enough that chunk will either explode, fall off or stop working. Every ship has a 'core'- if this parts health goes to zero then the whole ship explodes. So smaller, more agile ships therefore have more exposed cores and are more fragile.
Little bit of code optimisation.
Started making an 'arena-cam' that tracks selected ships.
Weapons are now full physics objects, when they are released they crash and roll properly. EDIT: I forgot to add, once the payloads have been jettisoned, the ship becomes faster since its not as heavy.
Look forward to more updates from GX!![]()