Part 2
Patch Notes
Changed:
- Car Model (Low poly didn’t fit the style)
- Improved the dialogue system (poggers 😌)
Additions:
- Spectator State Machine 🖥
- AI NavMesh Agent Cars 🧠
- Terrain ⛰
- Kickass UI
Learnt
First time really diving into Design Patterns.
I would say the high-level overview of what problems patterns are supposed to solve and what they do is easy to understand. The hardest part is understanding how to implement it, but after that’s done it fully clicks in my head. I’ve also been keeping SOLID principles in the back of my mind. It’s been helping alot.
Patterns explored:
- State Pattern
- Factory Pattern
To Improve
Definately code cleanliness and robustness. It happens every single project. Start off, insanely clean, then it gets messier and messier and messier towards the end.
Overall I feel like it’s alright for now but eish. One day I wanna write an entire codebase (not just a single snippet) that is just like mwah, y’know. You look at it and just think wow, this is beautiful.
Gameplay Showcase
Part 3
This was long overdue, I was browsing some of my private youtube videos and found this recording on the 5th of May 2023.
This was the final presentation I did for my project, unfortunately I didn’t end up releasing the game because I felt it wasn’t up to standard gameplay wise. Was more of a learning experience.
Looking at the code at this point in time I can see so many opportunities for extension methods 😁.