djpooppants Posted January 29, 2016 WEDGE Wedge is a fast paced VR racer slated to be released in April of 2016. PLANNED FEATURES_______________________________ 10 pre-authored tracks, each taking 5 minutes of play time to complete for an average skill player 40 high-quality prefab tubes for procedural generation personal best time ghosting daily or weekly procedural track seed online leaderboard Option to import audio tracks Music Visualizer that drives the movement of obstacles and colors of materials STATUS 0/10 authored tracks 22 prefab tubes ghosting design not started no seeding system no leader board system no audio track import feature Visualizer fully implemented VR device support fully implemented SCREENSHOTS Share this post Link to post Share on other sites
Chris Posted January 29, 2016 Rad. When you say VR, do you mean that's the visual aesthetic of the game, or do you mean it's being developed specifically or exclusively for VR devices? Share this post Link to post Share on other sites
djpooppants Posted January 30, 2016 Good question. It is being developed for VR devices, but there will also be a non-VR version. I've edited the post to clarify. Share this post Link to post Share on other sites
djpooppants Posted February 5, 2016 Additions over the past week BOOST! Well shit.. it was working before I started writing this post. Worm Thing! I actually haven't implemented this little guy anywhere yet, but there is a lot of potential here. The code is pretty simple. The first cube moves forward on a sine wave: using UnityEngine; using System.Collections; public class worm : MonoBehaviour { public float MoveSpeed = 5.0f; public float frequency = 20.0f; // Speed of sine movement public float magnitude = 0.5f; // Size of sine movement private Vector3 axis; private Vector3 pos; void Start() { pos = transform.position; axis = -transform.right; } void Update() { pos += transform.up * Time.deltaTime * MoveSpeed; transform.position = pos + axis * Mathf.Sin(Time.time * frequency) * magnitude; } } Subsequent cubes use a different script that tells them to follow the cube ahead of itself: using UnityEngine; using System.Collections; public class follow : MonoBehaviour { public Transform targ; public float speed; void Update () { transform.position = Vector3.Lerp(transform.position, targ.transform.position, speed); transform.LookAt(targ); } } There is no limit to the length of the "worm," but the worm effect quickly drops off as you add cubes. Long tails will just drag behind in a flat line. Lots of new tube styles! Share this post Link to post Share on other sites
djpooppants Posted February 19, 2016 How Procedural Generation Currently Works There's really not much to it. Each tube is loaded in to an array. Tubes are selected with a random number generator and instantiated. Every 3rd piece is rotated so that the track does not intersect with itself. Each tube has a marked in point which is saved and then reloaded as the start point for the next tube. This system is surprisingly robust for generating testable gameplay. The fundamental design of wedge makes it such that obstacles can be chained in any combination. This enables the procedural generation to be very simple while still allowing for wide variations in level structure. One thing I don't like about this approach is that is allows for almost no control over level pacing or frequency of tube repetition. The next step for this component of the project is to add a system for weighting the probability of selection for each tube. Share this post Link to post Share on other sites