BGP – Vechicle Movement.

Hi this is my first blog about the production of our game that we are working on now for a class called Big Game Project. The game we are making is currently called Gravity Grind and it is a futuristic racing game much like Wipeout and F-Zero. What makes this game unique is that we have taken inspiration from VVVVVV in that each player can flip their own gravity with the press of a button.

Here is out team:

Jonas Lundgren – Producer, Lead Programmer
Valdemar Ribbing – Lead Artist
Ludwig Lindstål – Artist, Sound guy
William Nordin – Programmer
Laban Melander – Programmer, Designer
Simon Brundin – Artist, Level Designer

During the end of last week and this week I have mainly been working on writing the movement for our game. So far I have tested the movement on two different placeholder “maps”. The first map where I tested movement between the two tracks and the second map is just a textured cube that I use to test the movement in a non-restricted space. blogimages

We have so far tried two different sets if keybindings to see which one we prefered and what would make the most sense for out game.

Xbox 360 Controller Set 1
A – Swap
B – Hold + Direction = Side-Dash
X – Push
RB –
LB –
RT – Gas
LT – Brake
Right Stick – Steer

Xbox 360 Controller Set 2
A – Gas
B – Braje
X – Swap
RB – Push
LB –
RT – Additional Steering, Double tap for dash
LT – Additional Steering, Double tap for dash
Right Stick – Steer

What I like about the first Ste is that the gas is placed on the Right trigger which means that the input is analogue and not binary and this give you . Placing the Gas on a shoulder button has a downside however. Since you will want to hold the gas-button down for most of the time the Right bumper will become pretty much unavailable for actions that the player will regularly use such as the side-dash that would otherwise have been perfect on LB and RB.

Set 2 is heavily inspired of the control-scheme in Wipeout HD where you can further influence your steering by using the shoulder buttons on the controller. The downside with this set is that it requires having the gas on one of the face buttons. It gives the player better control over their steering but the sacrifice is control over the speed.

So at the moment I have tried to make the movement system flexible enough so that we easily can change it if needed when we have the full map completed.

The movement is designed in a way to make it possible to rotate the player in any direction and it will still work, this causes some problems at the moment but I believe that it can easily be fixed with a grounded check (which I haven’t bothered putting in yet because I can get that for free from Williams anti-gravity code).

Now I need the more complex things like the Splines that Jonas is working on and the gravity script that William will working on to be able to further polish the movement.

I have also added the basics of the Push mechanic but so fat there is only some boxes that you can push.

There is the blogs by the rest of my team!

Art: http://luiart.net/blog/
Lead Art: http://valdemarribbing.blogspot.se/
Art: https://harttago.wordpress.com/
Lead Code: https://enfisk1994.wordpress.com
Code: https://tehbullda.wordpress.com/

Filed under: Uncategorized Tagged: 5SD037, BGP, Big Game Project, design, Movement