Gaming Your Way

May contain nuts.

I do not fear computers. I fear the lack of them.

... Isaac Asimov.

I'm not sure if I mentioned it, but MTR ("The Client Edition") went live the other day. Well not exactly. It will be delivered on CD-Rom as client give-away. I'd like to post some screenies of that, but we're not allowed to take credits for the game (but then it also uses slightly different graphics). The AI in the client version is - to say the best - quite basic, basically because the game has to get done (and because no one noticed that the enemies driving like being on rails).

This out of the door I can finally overhaul the AI of the public version, adding some new patterns (like flocking, follow the leader and so on) and moving the AI processing away from each car into a central FSM. This may sound like a step backwards, but in reality it makes things a lot easier when adding flocking). Not to mention that this will also remove one component from the cars (the AI controller).

Anyway, there's some reading involved and a lot of client work to do before I can dive into it. One thing I added this morning, though, is the car selection screen. It's not quite done yet (I need to model the "podest" the car will be placed onto) but here's a screenshot. Oh now that I look at it I also should add the track selection sooner or later ...


Oh, I just see next / prev buttons are missing in this shot ...

... Next week then.

-- Oliver / nGFX

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