Short­ly before Christ­mas I made great advances with devel­op­ment — after not being able to work on S23R for near­ly a year — get­ting ever clos­er to a fea­ture com­plete ver­ti­cal slice. Check out the video below of a full race, now with some sexy explo­sions and AI that fires.

What is includ­ed in this update?

- Fixed car shad­ows, so there are no longer gaps
— Added all char­ac­ter script­able objects
— Added all car script­able objects
— Update cars with vary­ing speeds and bonuses
— Added char­ac­ter select screen
— Edit­ed ring track, kept it sim­ple but made it less boring
— Cre­at­ed temp pre­fab for items need­ed to launch a race with­out going to the main menu
— Start­ed cre­at­ing car list pre­fab, so the spawn order can be manipulated
— Added char­ac­ter select
— Added car select, which now also gives the play­er the cor­rect car in game
— Updat­ed all car pre­fabs with weapon slots
— Updat­ed car pre­fabs with names and ids
— Updat­ed spawn con­troller to use list of car pre­fabs, cars are no longer required in the scene
— explo­sions added for rockets
— explo­sions added for cars
— Improved play­er respawn­ing, by adding a path of nodes. Play­er will now spawn on the last way­point they passed.
— Added Play­er­Path (for spawn­ing, and future weapons) to both tracks
— Improved the look of water
AI cars now fire back­wards too
— Stopped rock­ets being able to go through some meshes
— updat­ed to Uni­ty 5.5
— oth­er stuff

I like to record and share visu­al­ly inter­est­ing bugs that occur dur­ing devel­op­ment, this par­tic­u­lar bug hap­pened when I acci­den­tal­ly stopped the AI car way­points from updating.