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Tracing the Tracks

November 26, 2019 | Written by: Anna Lilley | Leave a Comment

Accelerate Bohemia, NY


With the help of instructor Jason, Justin D. raced to the finish line of his project this month! Made in Blender and Clickteam with drag-and-drop logic and condition-triggered events, Justin’s racing game is all about making sure the player follows the rules and doesn’t cheat. This particular game development saga is an account of all the ways Justin cleverly managed to find and exploit a loophole and quickly beat the game! 

To start, the game was set up so that going over the finish line increased the lap number, so Justin went forward and reversed back over it to finish the track in mere seconds, thus vividly demonstrating that particular flaw. Jason and Justin solved it by coding the player to have to touch every checkpoint around the track in order for the laps to register. In addition, Justin added programming that ensured that going off the track slows the player down, as if their car is foundering over grass, drawing the shape of said tracks himself before importing them into Clickteam. After that, he worked on making sure the opposing racer also achieved a fair speed relative to the player car, by having it start out slowly and then increase speed over the course of the race. To round out his work, he made a new track, title screen, game over and win screens – all in one session! Great work, Justin! Keep pushing for perfection!

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Tags: Accelerate, Accelerate Highlights, Blender, Clickteam Fusion, coding, Game Design, Game Development, Justin D., racing, tracks

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