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
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