Lately I've been fixing a bunch of small things and adding one big feature: local splitscreen!
Now you can grab a gamepad and play against one of your friends on the same screen. It was something I've always wanted to add to Vektor Prix, but the amount of time it would take to adapt the engine properly wasn't worth it. But the more I thought about it, the more I realized that I could just run two instances of the game, resize them, and connect to eachother through multiplayer automatically.
So I went that route, all that was left to do was polish the transitions and fix the random bugs that pop up from doing something so nonstandard. The only issue left is that Fraps is unable to capture both screens on Windows 8, which means I had to use other tools and deal with a big reduction in recorded video quality. But I'm happy to report that the feature works!
This past couple of weeks I've been doing some required final touches.
The first thing I did was zooming the camera out a bit so it is easier to see your surroundings. The camera's zoom amount is adjustable in the options: zooming in will give you better performance, but zooming out will let you see a lot more.
I feel like the new camera capabilities will make the game a bit easier to play. I also noticed that people had a tough time knowing which vehicle was theirs when the race started, so now all of the enemies fade in at the starting line. This makes self-identification extremely easy.
This past week I've been focusing on the final level and adjustments to make the game easier in easy mode. And I finally bought vektorprix.com
For the final level, I've finally finished all of the dialog as well as the mission structure. I have to finish a couple of the final unlockables, and a bit of polish left to do for the final level, but it is now playable and beatable. Which is pretty exciting for me, since the last chunk of content is finished. Which means it's polish and bugfixing time from here on out.
Happy New Year! The past week I've been focusing on polishing online multiplayer and preparing a presskit to send out to journalists. The presskit contains videos, WebMs, screenshots, and lots of information. It took me two full days of work to prepare. If you are a game journalist, or know one that might be interested, please contact me.
I've changed how bots spawn in multiplayer servers. I added a 'minimum players' setting. Let's say it's set to 5, and there is one person in the game: 4 bots would be spawned. If another player enters, one bot will exit. If a player exits, a bot will enter. And if there are five clients connected, no bots will spawn. This allows for a more consistent online experience.