So I've taken a very, very, very long break on the Super Mario game I've been working on my entire adult life. I've started poking around with an old prototype of another game. Something that I find actually quite fun to tweak with. Even if it doesn't end up getting finished I find its a lot fun just working on and test.
Its the old Grand Theft Auto concept I had. I've been plugging away at the AI and having loads of fun with it. Have an entire city of traffic that is intelligent and pedestrians that walk about. I also have police in the game that occasionally scope out the city and if you commit a crime they will come after you.
The concept is very old. I started working on it when MegaZeux was very young and GTA3 had just came out. At first I was actually inspired by the original GTA PC games. But started later on adapting the to the GTA3 inspirations even though the concept was top-down like the original GTA games. The first concept was a racing game which was a lot of fun but the controls were a bit nightmare-ish. When I moved on to turning the racing game into GTA i focused a lot on the controls. Since there was no pixel perfect support with MZX at the time I had quite the task ahead of me to make the game actually playable.
The vehicles controls are as such:
Space - Throttle Gas
Up - Maintain Speed
Down - Break
Right - Steer Right (Rotate CW)
Left - Steer Left (Rotate CCW)
Del - Reverse
Enter - Exit Vehicle
What was quite unique was this game wasn't just a driving sim. The player actually starts off not in a vehicle at all and can walk up to any parked vehicle and take control of it. Thus also exiting the vehicle and having the ability to enter others or even go back to the original one. This was achieved by making all the parked cars customblocks. Now vehicles that have drivers in them already you could also hijack with the driver then becoming the passenger still in them. I really have taken a liking to this old system so I decided to scrap my Sprites prototype. While the sprites looked great since the vehicles were actually to scale in relation to the player, I find its far more easier just using robots and customblocks. Less bugs and Its quite fun actually just using workarounds for such a simplistic engine.
Here are some of the improvements I've made in the last few days:
- Each car has a unique maximum speed
- Each car can have a variation of 7 colors (they randomly spawn in different colors)
- vehicles will now slow down when they see something ahead of them
- vehicles will use their horn when they feel they have a right of way and are blocked
- getting hit by a vehicle will hurt the player and hurt other pedestrians
- running over pedestrians kills them if a player or a driver is going fast enough
- I have placed hidden markers on the board that tell the AI which direction traffic should go
- vehicles now randomly spawn out of view of the player all over the city
- sounds made by vehicles will not be heard if the player is out of view
- added sound effects for drift (if player is moving fast when steering right or left)
- driving into objects will destroy them leaving debris
- vehicles receive damage when they crash
- shooting at vehicles can kill the driver allowing player to commandeer their vehicles
- city board is now 1000 x 1000
- vehicles slow down when approaching an intersection
- vehicles that leave the edge of the map will respawn elsewhere as a different type of vehicle
- motorcycles and ambulances
What I'm working on now:
- If a vehicle becomes trapped, it will wait till the player is far out of view and respawn
- create a navigation system for pedestrians so they can use cross-walks DONE
- add player horn (detects what type of vehicle horn to play)
- better police AI for vehicles and on foot
- Pay and Spray will allow for the player to pay for a paint job
- Dialogue audio for drivers based on vehicle type DONE
- Dialogue audio for pedestrians same voices as the vehicles types DONE
- star item to reduce felony
- Hospital and Police station for player spawning if he died or was arrested. DONE
Later required work:
- Start working on missions and story
- Title Screen design
- Improve or remove map system
- Improve UI (move counters to black space)
- In game clock (used for missions)
- Create traffic light system
- AI reacts to player horn
If 100% Complete Beta is finished:
- Aggression system for drivers and pedestrians
- Trains with stops you can get on
- improve graphics
- radio stations
- animate items and weapons so they stand out
- Option Menu to change speed display from Kilometers to Miles
- Vehicle AI to u-turn out of blocked areas
I was originally going to use the V_Layer to include overhanging structures and bridges but have decided to keep this game very simple so it can actually be completed sometime soon.
I've also decided to only work on the graphics last once the game is mostly finished or 100% finished. I think i spend too long on graphics in the past and never got anything done. I'm hopeful with this one.
(screenshot shows arrows on the road that will be invisible in the final release)
This post has been edited by T-Bone: 12 February 2017 - 05:11 AM