The Road to v16 - Zeepkist Devlog Part 2
Zeepkist Devlog
Hey everyone!!
If you've been following along on the Discord you may have been keeping track of some recent developments!
You may also have read the previous devlog and been waiting for more!
Well, wait no longer! Devlog part 2 is here!! :D
Fixing S-Bends
SO, for the longest time, Zeepkist had a teeny tiny little very annoying issue with its S-Bends.
...They didn't fit together.

The roads (pink) would fit together with the terrain pieces (checkerboard pattern on the side), but there was an issue:


S-Bend road would leave a gap, and S-Bend terrain pieces would overlap and cause Z-Fighting.
And in a game where the entire level editor is based on blocks that fit together, blocks not actually fitting together is really annoying.
So for v16 I'm fixing that!
The issue is that when I made these S-Bends, I didn't consider aligning them to a "perfect" S-Bend. In the picture below you can see the perfect S-Bend as the orange line, with the track piece being the black wireframe.

Luckily, the fix is generally pretty easy. Just recreate the pieces but this time using the perfect S-Bend as a guide!

...All 26 different pieces of them...

...And then making the 3 and 4 block long versions... :D

Once that was done I could verify in Blender that they indeed fit with the S-Bend template AND with each other!


Then all I had to do was verify if they also fit together in Zeepkist, and yes!

Roads fit together side by side!

And so do the terrain pieces!!

Finally, S-Bend pieces make sense :)
But that's not all!
Seeing as I was working on S-Bends anyway, I figured I'd make a couple of new ones that I'd been missing in Zeepkist so far.
MORE S-Bends!!
First up we have these split S-Bends. We had a split-S bend before, as part of the "covered glass roads" track pieces, but that one was tilted at an angle and only had one special barrier type. Now we get 3 flat S-Bends in the regular road style :)

Next we have half S-Bends!
I can imagine these will be extremely useful for example when transferring from flat road to halfpipes.

And finally we have sloped half S-Bends! :D

And that's about it for today's devlog!!

The End
That's it for this devlog!! I hope you enjoyed the little behind-the-scenes insight and I hope all of you are as excited for Zeepkist Version 16 as I am!!
If you want to be even more up to date on Zeepkist development, you can join the Discord!
Happy Zeepkisting!!
PS: Here's a sneak peek to a future devlog: 👀
