Fire Away


Week 6


The last two weeks saw no significant developments due to fall break and a spike in school workload. However, the storm has passed, and development resumed.


This week saw the addition of two features and the completion of the primary turret functions.

First, a new model was also brought in to fit testing better, replacing the car model with a proper tank. This one being by Comeback.

 
 

Next was the recoil/boost mechanic. This was simple to implement, just adding a force boost to the motor sphere of the car controller. This feature was implemented last week but was too small to warrant a whole blog post. It took half an hour to implement.

 
 

The next feature was the turret lock on and attacking. When an enemy racer enters a field of view in front of the player, the turret will aim and track the racer, allowing the player to attach and slow down the opponent. This is akin to the red homing shell from Mario Kart.

A cone-shaped collider is placed in front of the player, and any opponent that enters this area is put into a list. The closest racer is selected, and the turret is rotated to point at them. If the player chooses to fire during lock-on, a signal is set to the targeted racer so it may react accordingly.

 
 

The turrets' underlying functions are now complete. Next is adding simple hit detection for victims before moving on to adding an ammo system and pickups to acquire ammo.


This concludes this weeks report.

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