@nicbarkeragain 100%. This is the same approach I've had for a few years now. Redoing system from scratch is the best way to see how horribly things were built to begin with. When working on new problems and systems, you're never going to make a perfect or even great solution on your first try.
@JussiKemppainen Oh I see, that's cool. Unity's Terrain System leaves a lot to be desired tbh.. I've been thinking about taking the final step towards making it use mesh patches.. I was just worried it'd be less-performant to deform mesh patches dynamically for explosion craters etc
@_ugot Coming soonish. Goal is to launch the store page with a proper teaser trailer by Oct / Nov. At that point I will be likely opening up a closed Alpha Playtest as well.
@zKassaiAudio Depends on the projectile type. Heat seeking missiles have a higher ratio, regular bullets have a much smaller ratio so that they hit where you're aiming.
@zKassaiAudio Yeah there is a value on projectiles that indicates how much of the car speed is added to the projectiles speed. Only problem is, if you add too much of the cars speed then you no longer will hit what you're aiming at as it will be offset further as it moves forward
@zKassaiAudio Bullets/Missiles are projectiles that use raycasts/sphere-casts. Projectiles can have different modules for heat-seeking etc attached to them
@mrcaleidon I agree completely. Controlled chaos is the mission statement of this game. The AI will be quite formidable for sure. The car opponents will be able to do all the same move-sets that you'll have at your disposal