Car Driving - Melody


I was responsible for the implementation of the 3 moving cars on the roads. I implemented a schoolbus because some people had  a difficult time finding the school  so I thought making an eye catching movement might help them. I also implemented a generic mini-van as well as a taxi that traverses throughout the entire level. 

In terms of implementation, I went with a waypoint system because we had a limited time and it was the system I had the most experience and comfort with. However, given more time, I would have loved to researched to find an alternate method of implementing driving AI specifically because this system was very time consuming and tedious (there are roughly 100 waypoints in the level). If I wanted to reuse a certain turn path consisting of 4 different waypoints, the mini-van would make the turn, but then the taxi for whatever reason could not. 

I know I definitely could have done a better job of implementing the cars because I used the humanoid NavMesh agent which gave me some issues. When I tried making a new car NavMesh the entire waypoint system would break. Clearly I need to do some more research on this topic but in the end I was able to get all the cars moving without breaking. 

The last think I want to comment on was the pitiful turn radius of the cars. I am fairly certain there has to be some value I can change in order to alleviate this, but currently many of the turns are awkward at best. Fortunately, because the player is occupied with the actual game itself, they likely will not notice how the cars move but simply that they are moving. Despite the movement, I believe the moving cars helps the world feel more alive. 

Get !Bird

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