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eymennamli

Hi again to my second devlog, it going really nicely actually (even though there is a big time gap).

One major event was when I tried to make some barrels move physically when my car hit them, but it never worked properly at first. It turns out the node that i was using was wrong for this case (CharacterBody ==> RigidBody). And the friction was built in so i didn’t even need to code it in the last devlog.

Anyways here is the overall improvements:
Making the taxi move with add_force rather than global_position.
A ball that you can collide and move with godots built in physics.
A map that didn’t fit the game.
Another map that’s better but still in testing.
Tire drifting trace (that’s always active, not only when drifting. Will fix in the future).
Turbo speed that (for now) just makes the car go faster.

Now i am working on ui like a menu or a gas tank meter.

Down below is the game so far but it has the old map.

That’s all i did, thanks for checking out :)

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eymennamli

i did some scripting work for the taxi with lerp so it acted like it had friction when you let go of the input buttons also i made it so it always moved from its front, back and only changed axis from left and right just like how tanks would move. Is it realistic, i guess not really but doing the normal way is a bit out of my level.

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