Paul Elms schrieb:
> Hi list,
>> I just committed the unlocking mode to STK, and included three challenges
>> (i.e. conditions that must be fulfilled in order to unlock something):
>> - all tracks
>> if you finish a race in each track (doesn't matter what position),
>> you unlock the snowtuxpeak track
>> - energy math class:
>> collect 6 coins in a certain time in oliver's math class
>> This will unlock the 'grand prix' mode (which is now locked :)) )
>> - Once energy-math-class is unlocked, you get a new
>> win-gotm-cup challenge:
>> if you win the GOTM cup against at least three computer opponents
>> on hard, you unlock the jungle track.
>> I am not entirely sure how easy/difficult those conditions are (well,
>> all tracks is trivial), so for interesting challenges we would need
>> some playtesting.
> I did oliver's math class in 55 seconds on my third attempt.
> That seems about right to me for someone reasonably experienced at the game.
> We mustn't forget that a kid may well have a lot more time and therefore experience with the game than an adult.
> My view is that with the present AI (which I am slowly working on:)) we need various challenges to keep the game interesting.
> There should ideally be a range of difficulty with the challenges, so that the easy versions are more than just a playable demo, but I do think that the difficult challenges should be difficult. I would like an experienced player to have to really try to do the most difficult ones.
> The key here is in what is unlocked. It would be a mistake to look away too much early on. Let people play the game and get experience. I don't think we should lock grand prix mode, but I would agree with locking new tracks, and new weapons/abilities??, we could lock new grand prixs, but not grand prix in general.
> We could lock online highscores, so only the best are recorded (when we get it :))
> we could lock the driver level (once it is good:))
> But we must make sure that we are giving extras to those that can unlock the new stuff, rather than withholding stuff from those that are not good enough for whatever reason.
> Check out the new SourceForge.net Marketplace.
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> just about anything Open Source.
> Supertuxkart-devel mailing list
I pretty much agree. And I want to point out one thing: unlocking
mustn't be as static as it currently is. We could implement "virtual
money" so one can choose, what feature he wants to unlock next.
people in generally don't like stuff being hidden. It would be much
better to actually show most locked stuff and show it is locked with
symbols or textcolor.
So unlockable tracks or gps or karts or ai-levels/game-modes would be
visible and selectable from the start. If you select a locked feature,
you will be asked if you really want to spend X coins. Some unlockables
could also have dependencies so those features, that have missig
dependencies, would be shown with an even darker shadowing.
That doesn't mean there have to be no surprises. Parallel to the
challenges there could be a "gadget"-menu with all available unlockables
and some of them could be hidden behind ???s. But those should be funny
little things that have no actual use in sense of gameplay, like other
karttextures, new music and stuff like that. This freedom of choise
would suggest, that every unlockable feature, even the ???-ones, are
connected to a new way to earn money, so there is no chance to get into
a trap and have no way to earn additional money because you have spend
to much money on a new hat for yeti, a chain for penny and a