Vigilante Racer, Chapter 1

A project in Melbourne, AU by Dan Violet Sagmiller
000days 
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00hours 
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Funding Unsuccessful

Let gravity take a back seat while you drive on walls and ceilings, over traffic, in this already playable game.
Backers: 15
Average Pledge Per Backer: $17 AUD

Funded: $260 AUD of $22,300 AUD
Dates: Aug 26th -> Sep 25th (30 days)
Project By: Dan Violet Sagmiller
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$260 AUD

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Last Updated: September 25 @ 02:06 -0400 GMT

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Latest News

New gravity physics allows for jumps

September 2nd - via: kickstarter.com
When I originally created Vigilante Racer, my experimental city playground had buildings that were only about 3 stories tall, which seemed okay at the time. I was working on physics that would ride on the walls/corners, but not drive on ceilings... (Read More)

Getting closer. Arena is starting to match the planned art.

September 2nd - via: kickstarter.com
There have been notable updates in some areas that are not visible, like some of the modelling (getting shaped, but not in game yet), code and story. This is one of the first planned tracks for Arena. I also want to call out Davide Sonzini, who is... (Read More)

AI Sky Drivers now have speed generally back

August 28th - via: kickstarter.com
AI Sky Drivers are the first vehicle to have speed largely dictated by distance from the ground. This is a planned change, which gives strength to drafting then travelling under the car or having a button press relate to reducing the ground pressure,... (Read More)

AI Sky Drivers stay on track unless pushed.

August 28th - via: kickstarter.com
Longer Track, a little slower speed. But the AI is processing this well. There will be a few more changes to smooth this out more and speed things up.  I know I want to get drafting to work in Sky, but I'm also debating on switching over to Arena to... (Read More)

AI Tunning leaves it on track more and more interactive.

August 28th - via: kickstarter.com
I've been experimenting with different configurations on the read-ahead to determine how best to let the AI control the cars. The cars look ahead A certain amount of distance, between 80-150 meters. However, If I have that tuned so that it updates... (Read More)

Better Sky in Sky Racing

August 28th - via: kickstarter.com
When early in development there are so many things to do, that it's easy to ignore some quick wins, like a better sky, with matching clouds and light. On request from Final, the creator of "Bone's Cafe" I polished up the cloud choices.   (Read More)

Multi-car AI has moments of excitement

August 28th - via: kickstarter.com
So when creating AI's, I tend to target the easiest path first often that is just make it random (within the rules). And then see what works and what doesn't and tune the AI code to bring up or down habits that I like or dislike.  In this case,... (Read More)

AI Sky Driver in Progress

August 27th - via: kickstarter.com
I've generated an AI driver designed for the travelling on the sky track. There are still bugs to work out.  but its partially functioning now.  When the track dips down, it speeds up, and flies off.   The path system tries to keep it near the... (Read More)

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