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Posted
4 hours ago, Markus said:

The "rabbit" was also my idea for the directional sensor. We're still very early so these are just a glimpse in how game development works xD one step at a time :) Thanks for the good ideas!

You're just happy that I'm supporting your ideas. I know your game, rogue.

  • Like 1
Posted

Here's one first test of bringing two competing drones into one scene and let them race autonomously.

Everything you see in this video is most likely going to change - so consider this only as a sneak peak into that we're currently working on drones vs. drones as well :)

 

No details or comments on how that mode will work can be given at this point, I'm sorry :) 

  • Like 4
Posted

Experimenting with obstacles in the autonomous drone racing mode. Not quite there yet xD
Disclaimer: Not even sure if this will be in the game at all, just testing out some things :)

Drone_Racing_Obstacles.gif.38dc036fc137e78597c19cf2f07d872e.gif
 

  • Like 4
Posted
32 minutes ago, Philo said:

Experimenting with obstacles in the autonomous drone racing mode. Not quite there yet xD
Disclaimer: Not even sure if this will be in the game at all, just testing out some things :)

 

THIS ABSOLUTELY HAS TO BE IN THE GAME, AT EXACTLY THIS OR GREATER LEVELS OF LETHALITY.

  • Haha 3
Posted
3 minutes ago, pieguy56 said:

@Lurkily I just noticed that you have been a member for exactly one year today! Congrats!

Huh . . .I guess that's what that fourth pip means.

  • Like 1
Posted

Are you guys trying something new with the distance sensors there?  Do they look different, or is that low resolution speaking? 

Posted
6 hours ago, Lurkily said:

Are you guys trying something new with the distance sensors there?  Do they look different, or is that low resolution speaking? 

They were barely visible at a higher camera distances. So we now scale their width accordingly. May still need some tweaking.

  • Like 1
Posted

SUMO_training.thumb.png.410efcc40ce650b111f01f83066ea7ab.png

Working on a better training mode for the sumo tournament, where you can train against some of the best drones individually.

  • Like 4
Posted

Do you only have to get close to them, or cross a line that crosses the track there?  

I still like the idea of a 'rabbit' that runs the track ahead of you.  It can be given waypoints, too, where it slows down to keep closer to you. (So you can turn corners.)

I say have waypoint/rabbit races, AND free races, and tracks with moving obstacles for both.  Also, some kind of random influence, (procedural obstacles, wind, asteroids?) so that races aren't deterministic.

Any plans for a track editor?

 

  • Like 1
Posted
Quote

Any plans for a track editor?

Unfortunately no. But we thought about it and we think it's a cool idea. But our resources are too limited to focus on such a thing for the time being :) 

We're not yet sure which thing we're prototyping is the best at the moment - and we don't know which and in what configuration we will implement it. We'll keep you up do date :) 

  • Like 1
Posted

What  about procedurally generated tracks? 

Generate a waypoint pattern, generate debris or dangers that stay outside the 'rivers' between waypoints? (Rivers are what you call the paths of empty space up and down a book's page, too.)

I'd hate to see the top drones be specifically built to navigate THE maps, instead of being built to navigate well, period. 

  • Like 2
Posted

We're not enough far yet within the development to comment finally about procedural or hand-crafted maps :) We're still testing what is the most fun and then see what we can implement for the next update.

Posted

YES.  ABSOLUTELY YES.

More procedural arenas will be awesome; we want drones designed for performance, rather than being designed to be capable on a set of specific maps.  Good design, not just tailored design.

Oh, and more of those moving, RIDICULOUSLY lethal bludgeons.  Those were hilariously awesome.  Put a detectable 'danger zone' indicator around the areas they sweep through.  (You're in tha . . . dayyyngah zoooone!)

  • Like 5
Posted

It just occurred to me that if you can detect "danger zones" and the obstacle itself separately, I see a logical way to charge through after the obstacle passes. 

  • Like 2
Posted

Currently I use the "danger zones" as "sumo borders" and "normal obstacles" as "terrain" :)

Maybe we have to make better descriptions or make them context sensitive depending on the gameplay mode. Don't know yet :) 

Posted

I would just call the sumo border a danger zone, with visual similarities. 

Unless you implement a battlebots version of sumo, with hazards.  Then you'd need to differentiate. 

 

  • Like 1
  • 2 weeks later...

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