Month: March 2019

dash gauges are go

Dash gauges are go!

dashboard gauges! got it working, made some REDACTED-ish ones, got em calibrated! some bug is making the indicators (current gear, rev limiter indicator, headlight icon, etc.) not update. they work occasionally if I change something like the max engine RPM (sometimes) and then won’t in subsequent plays. super random. spent a lot of time going through code but haven’t gotten […]

Post-processing

Played with post-processing effects pretty much all day. figured out how to have post-processing affect the menu text but didn’t like that effect (and took some work to troubleshoot problems after all the crap I went through to get it to work). main menu looks fantastic now though! played with a script to exclude certain objects (such as terrain) from […]

Now we can lose two ways! Yay!

aaaaand fixed minor bug from yesterday. reloading the scene but still using Time.time (time since game start) so changed to Time.timeSinceLevelLoad. easy peasey. told ya. fixed main menu to work with mouse selection again (fade-from-black image was blocking mouseovers) but now controller/keyboard input doesn’t work… fixed keyboard/controller menu input. it actually WAS selecting with kb/controller, just wasn’t visibly highlighting. this […]

The first (of many) major bug FIXES

squashed the MAJOR BUG. lol! can now reload the level all day erryday and the references don’t break. tried a zillion reference methods over the last two days, and solved it by adding a TerrainGenerator field to the RoadGen inspector, dropping the MappyLand script in there, and deriving the dictionary from that. however… this uncovered a MINOR BUG, where on […]

The first (of many) major bugs

basic main menu is done UI, moving in and out of pages, launching game, exiting, all work TODO are options and the many sandbox settings added a lot of little polishes, like fading in/out, loading message, build number, etc. after finishing a level run (out-of-time lose condition) it fades to black and the main menu fades back in, BUT: found […]

lost highway main menu

Lost Highway

built basic Game Handler script, to persist data between scenes and save it made (probably) all the base road textures I’ll need for the game built main menu scene/script, with lost highway-esque road flying by! (honestly I didn’t plan this… it just seemed logical. but after creating it I was like oh snap that reminds me of the beginning of […]

The beginning of the end (of your drive)

had to fix ALL missing references and variable settings on all scripts due to unity bug and/or improper save/shutdown. 2+ hours of work just to get back to where we were yesterday sigh fixed lights to work with scripts. moved car objects to separate layer (ignored by lights/flares) but still not getting flares to work modified car code to always […]

ImageFade()

LOTS of testing added ImageFade() coroutine which can be used to seamlessly blend a canvas image out/in at the start/end of a level. it takes the image (selected in inspector), a duration in seconds, and TRUE to fade out or FALSE to fade in. sound tweaks: crash (and other) sounds spawn/despawn as needed at center of model at runtime altering […]

RaceClock() is born

created RaceClock function (with FOUR overloads!). this was needed primarily to tell when the player loses because they weren’t going “fast” enough (though in reality, and to be fair, we’re checking that they’re covering a minimum amount of DISTANCE in a certain amount of time). as coded, RaceClock is very useful for other applications besides testing “game over” condition, for […]

Happy new 4k monitor day

happy new 4k monitor day! spent an inordinate amount of time setting up a new Unity layout and playing around. also spent way too long getting the prototype car to match my CarTest2 car: engine sounds added. road/wind noise added. license plate added 😀 headlights added. turning off vertex lights got some light scripts working. tail lights added/tweaked. got side […]