Oh. I didn't mean to add a really helpful title, but I couldn't think of something stupid, so this has to do it.
It's time to pour some (erm ...) time into MTR development. First thing today is getting rid of the HUD, which is neither pretty nor particular useful at the moment.
The UI in all its present glory.
As you can see at a first glance it is way too cluttered, there are too many numbers running and the icons aren't very helpful.
I thought it might be a good idea to show infos for all four cars (as you should be able to run a four player game), but I think I should be able to condense it a bit anyway.
- no need for two times per car (first being lap time and second total race time)
- number of laps could be shown for the car on position 1
- showing the position of the car with an extra icon (the badge) could be reduced to just the number next to the car's icon
- car icons should show the actual car
- get rid of the black bars
I also need to reduce the number of draw calls, so I started to modify the prefabs of the tiles and separated colliders and meshes and gave them correct names. The routine that plots the track now can split these up once added to the scene, grab the meshes and bake them into a single mesh.
If time permits I'll also start on rewriting the AI (mentioned earlier it uses waypoints as rough guidelines). With four cars on the track chances are way to high to miss a waypoint, which I currently check using a simple distance check.
The new method ... but hey I need something for the next post.
And with this, catch you next time (when I hopefully have fixed the AI).
-- Oliver (nGFX)