From: Josh D. <jpe...@cl...> - 2009-03-12 22:03:25
|
> Just some random ideas for STK I had in Maths class. Some of them > would > take several months of coding, but hey, I've included them anyway. > > Race modes: > > Knockout race: > Basically, after each lap/checkpoint, the loser gets eliminated. Like > Follow the Leader, but no leader to actually follow, thereby meaning > everyone has a chance to win! Might be fun > > > Knockout championship: > Basically, at the end of each race, someone is eliminated. In a > multiplayer game, rather than them hanging around and doing nothing, I > suggest that they are put on the back of another person's kart > (Invisibly, of course) and fire weapons for the person. Towards the > end, > that is, in the head to head and 3 on 3 races, you might have more > people eliminated than there are karts. Well, how about more than one > person on the back? It would make the final races a lot more hectic, > being shot at by 3 bowling balls at the same time on a head-to-head. A > bit of a crazy idea, but if you ever have a lot of spare time on your > hands.... Sounds weird. In MP, if a player gets eliminated; just make them an observer... > > > Trailer Turmoil > An even crazier idea. Basically, each kart has a trailer (yes, a > trailer) behind them. The trailer should probably affected by the > game's > physics (Much more fun XD), and basically the idea is, each trailer > has > it's own cargo, be it herring for Tux or Ice cubes for Mr. Ice Block. > Impact on the trailer (From a weapon, a kart, scenery, etc) will cause > it to lose some of it's cargo. This is an advantage and a > disadvantage, > depending on the situation. You see, the lost cargo acts as obstacles, > but allows the kart in question to go a little faster. It's a dilemma: > Do I drive badly and gain a speed boost, or drive well slowly? Also, > if > you're a skilful driver, you might think you can avoid the obstacles, > but you have to make your trailer impact on something, which would > probably mean smashing into a wall. A definite no-no. If you're on the > last lap, hey, it doesn't matter if your drop your cargo. Drive how > you > want, as long as you stay in front. > Of course, this is a rather improbable fantasy, but I think it would > be > rather fun. No comment > > > Battle modes: > > Team battles > Not as simple as it may sound; After all, you have to consider - Can > teammates shoot each other? Do they share a 'cache' of strikes, or > their > own private three? Do they get colored, or do they have a marker? TM can shoot each other, if someone TK's they lose a life. TM's should have individual scores. See www.bzflag.org > > > Golden Herring > I've never played a 'King of the Hill' type game on a FPS, but I > think a > battle mode befitting the description is possible. Basically, players > fight over a 'Golden Herring' which has to be picked up at the start, > and the player with it must be attacked to drop it. Whoever has it > when > time runs out is the winner! > Perhaps the herring carrier should have different abilities, like, > say, > being able to drive and turn faster, but not use weapons? What do > you think? > > CTF? > Capture the flag on SuperTuxKart? Hey, that might actually work! Eh? > Eh? BZFlag! > > > Track ideas: > > What about a sort of around-the-house type track? You know, start on > the > coffee table in the living room, drive down a ramp of books, past the > sofa, through the kitchen-chair slalom, out through the back garden > (Around the pond - don't fall in! ;) ) and so on? We need track moddelers! > > > Ah...I'd like to see a suburbia track. Ramps on the back of pickup > trucks, driving up and down kerbs, right angle turns into alleyways > and > building sites? Mmmm... Reminds me of Re-volt > > Also, I liked the theme behind the Lava Fortress, or whatever it was, > but the track itself is a bit dodgy. May I suggest a slightly more > eventful castle section than just 7 or 8 right angle turns that the > computer players get stuck on? Wooden bridges often solve problems > with > lava based tracks. IT, and a few others are origonal TuxKart tracks; and IMNSHO should be completely redone... > > > The volcano in 5.0 was a bit uneventful. How about some chunks out of > the road, or a lava waterfall to drive across a bridge next to? > Wait..... What if, instead of driving around the inner crater, you > drive > over it, on a wooden bridge. See? I told you they fix problems with > lava-based tracks. > > A special unlockable track idea: SuperTuxKart museum. Not necesarrily > anything different about this track, but you could see through some > windows to look at gameplay videos of older versions or programs the > characters come from. On the other hand, racing around a museum > could be > quite fun... it could be a serious track... Maybe... > > > Finally a request: > Pleaaaaaase make Konqui (The KDE mascot) a character. PLEAAAAASE!! > > Thank you. > SuperGeek |