From: M G. <aur...@gm...> - 2009-04-16 23:31:05
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Hi, > I've been pouring over the source for STK for a couple days now and test > driving it (haven't played it since the "Math Class" track was the only > track). I'm very pleased with the progress that has been made to the > content (tracks, models, textures, GUI, etc.) and engine itself (moving > to BT was a good choice). > > I would like to run a few ideas by everyone (the mailing list) to get > some feedback and determine if there is a need/want for them, and then I > could possibly implement them. So here it goes: > > all contributions are definitely welcome, so it's great you're considering it :) > Power-ups/Pick-ups: > The Bug or "Ghost in the Machine" (not sure what to really call it yet). > - Would have the same physics as the bowling ball (ie, straight vector > when fired and bounce around) > - If a kart is hit it would switch the left/right steering buttons and > possibly the nitro/skid buttons(?) > - This would last for N seconds (would have to be tested to find a balance) > - The AI would have to be aware of such a hit (I admit that I've never > gone into AI in depth... I can try) > > Not my favorite, but I'll let others vote =) > The "Slingshot" or "Rubber-band" > - Would have the same properties as the plunger (a vague aiming system > and a connection to a kart) > - If a hit is successful you are pulled in an increasing speed (with a > max) towards the attached kart > - If the line is broken (like the plunger) or the kart is overtaken then > the effect wears off and you slow down > - Regardless of the line breaking, the effect only lasts N seconds (test > to balance) > - Again, the AI would need to be aware of this for use > > Unfortunately, here I can't really tell the difference between what you are proposing and the plunger :/ This description sounds to me like a description of what the plunger already does > Speed: > One thing that kind of bothers me is that there is not a feeling of > speed in the game. If you use your nitro, there are some particles > coming out the back or your kart and the speedometer increases but it > doesn't 'feel' like you're going faster. I think there should be some > sort of visual feedback for using nitro or hitting a zipper. There are a > number of ways to give the feeling of speed in a game and I would love > some feedback from everyone as to the best way to approach this. > Here are some examples (could be a combination): > - A motion blur effect on the outskirts of the screen (think peripheral > vision while driving) > - Motion/Wind lines (think old-school cartoons) > - The camera pulls back (ie kart is >2.5f) proportional to the increase > in speed over normal max. > - An oscillation/vibration of the camera (think sudden acceleration > jarring) maybe +/-0.1 x/y > - <insert your idea here> > > Totally agreed; while motion blur can be quite heavy to implement graphically, the camera idea definitely needs to be implement; IIRC a few people tried playing with it, but nothing final/usable was ever submitted. I do think someone was working on this, though hearing news from this person to confirm it would be appreciated - otherwise Phil should feel free to try ;) The camera is currently definitely needs improvements, to be less glued to the kart; also, in curves, some people wished the camera would turn to show where you are turning too; in slopes, it should also move vertically to give a better sense of going up/down and a better view. So lots of work to be done in this area =) > Challenges: > This one is in the to-do already, but I'd like to throw some ideas out > there. > What I imagine the Challenges menu to be like is to have squares with > screen-shots of the challenge in them. If they are locked, they have a > little locked padlock in the corner and are grayed-out. If they are > completed, the screen-shot is full colour and where the padlock was is a > medal for the achievement (gold, silver, bronze.... the result should be > determined in the challenge file). A mouse-over of each Challenge should > display some text in a box (maybe at the bottom of the screen) detailing > what was achieved (medal wise) and unlocked, or what needs to be > achieved and what will be unlocked. As it stands now, you don't really > have much of an idea as to how many Challenges there are and/or what the > incentive for doing them are. > > Totally agreed, and good ideas. I added your idea to the new UI-plans document on our website; since we're currently rewriting the GUI from scratch with the switch to irrLicht, things like that can be done better this time. Though, as a long-term goal, I keep my idea that challenges should be integrated into some "story" mode or "campaing" mode > General Stuff: > - When selecting tracks, it would be nice to show the 'fastest lap/race' > times > Already planned for our new GUI :D > - A main menu option for achievements with fastest laps/races (need > default values to beat) and trophies > Could be a good idea. I added this to the GUI design document too so it's not fogotten :) > - Perhaps a 'Player Profile' menu option (ie multiple users on one login) > Already planned for 0.7, and even partially implemented :) > - A traffic light model would be nice for the beginning of the race > (red->orange->green) > Sounds good, though I'll leave Hiker answer to this since in-game GUI is currently his area > Well that about sums up 2 days of tinkering and I would appreciate any > feedback as to the properties of the above as well as the desire/need to > have them implemented. I'm currently finishing my CS degree and I > wouldn't mind implementing things to take me away from the mundane. > We're currently very busy with real life and the switch to irrLicht for 0.7, but I will for sure help you contribute as possible. If you lack ideas, we do need a lot of help with the port ;) -- Auria |