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Ideas and wishes for Speed Dreams 3

Graphic effects in general

  • #201 Blending modes for texture layers
  • #130 More Effects: Cars getting dirty (dirt by driving)
  • #532 Better multi-monitor support, with bezel compensation.
  • #529 Stereoscopic renderings for 3D displays/anaglyphs.
  • Add support for pixel/vertex shaders and normal maps

Content in general

  • #464 In-game content manager/updater/remover
  • Countdown damage counter from actual value to zero while on repair in the pits, so the player can see how much time is left still.

Career

  • Make a driver responsible for the car. If he/she damages it, it is harder to advance. See damage model below.
  • Set up teams. For endurance races you could choose a robot player or a network player to swap places.
  • Add an other different Career race mode

Tracks

  • Again reworking older tracks and more details
  • Allow driving tracks in two directions
  • Using GNU Zip to compress *.acc track files would save over 75% of file size
  • Allow track 'segment width' to change
  • Allow 'border' width to change
  • Allow about 3 'side' components for each segment

Cars

  • Optimize existing, not released and additional cars https://sourceforge.net/apps/trac/speed-dreams/wiki/OptimizeCarsForRelease3
  • Projected shadows for cars
  • Player name as car number plate https://sourceforge.net/apps/trac/speed-dreams/wiki/Feature
  • Split wheel texture in some general tyre textures (street, race, rally, gp36, f1) and custom rim textures by carv- this would save much file space
  • Make various shapes of wheels available
  • Split the car mesh into into parts like: base car shape, driver, interior, wheels and addons (wings, spoiler etc.)
    • So we have just one mesh per car that can be modified by addons, driver, wheels and physics to fit to another class
    • If some of us creates one great skin texture it will be easy to reuse it for a modified car
    • Not every driver must wear a helmet
    • We could have various wheel shapes
    • We can mix reflective (*.acc) parts with diffuse (*.ac) parts
    • We could remove driver from car when it is out of race

Robots

  • Fatigue. On endurance races robots should make small errors, in an increasing amount as time elapses. Fatigue could be set to zero on pit stops?

Sound

Engine/ Physics

  • Simulation menu: Change the driving style in 5 steps between "Arcade" and "Simulation" https://sourceforge.net/apps/trac/speed-dreams/wiki/Feature
  • More physical car movement when cars hit a wall, came down from a jump or stop spinning (more decay, see simuV3)
  • A more detailed collision box instead of a simple cube
  • Tires: Super-soft, soft, medium, hard, super-hard, slick, intermediate, rain, dirt, snow.
  • Tire wear.
  • More elaborate damage model.
  • System failures like broken suspension, gearbox, clutch, engine, oil, etc. Can happen randomly, however we can set up a 'probability' for each. Driving on high RPM could raise probability for engine failure, driving off-road -> excess tire wear and suspension breaking earlier, etc.

User Interface