Parking


I had wanted to try and have some of the cars park on the fly in Carpoon instead of only starting out parked. There were two main issues that I had to tackle to get parking to this point. The first one was that I wasn't sure if cars could actually park while driving, but that turned out to be not too much work.

The second, tougher issue was that cars don't have an intended destination in Carpoon! They accelerate and turn based off their surroundings. To start, I setup some potential parking spot objects and broke down parking into doable pieces to make it less daunting.

Previously, cars had started swirling between the two volcanoes. To try and limit this, I added a boost pad to guide them downwards. Boost pads might end up being a way to guide cars around levels and have them act more like regular traffic later on.

The next step was to calculate the angle to the parking spot, and add it to the overall turn rotation for each car. I had to finesse the amount of turning for going to the target parking spot vs  the amount to turn away from walls and other cars.

Currently, I'm trying to get cars to turn into the parking spots and it's close, but will require the car matching the angle of each spot.  It might not be needed, and I'll be working on team scores for number of cars first.  Also, if there's a huge number of cars, the parking lots may have to be moved away from the crushers.

Another design decision will be team colouring. I was noticing that with a lot of cars, it can be hard to pick out the red player truck in a sea of red cars. Something that I didn't think about is that parking may end up a better feature in the city level along all the streets.  Once all the pieces are in place, it should be quicker to iterate to find out what works but time will tell!

Get Carpoon [Early Access]

Buy Now$4.99 USD or more

Leave a comment

Log in with itch.io to leave a comment.