From: Robert S. <the...@gm...> - 2007-11-04 11:08:33
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Hi, we should put any outcome of this discussion into the wiki so we can have an implementation roadmap. > 1) 'normal' missile > Work the way they currently do, but should follow the height of the > terrain, i.e.: still fires in a straight line, but go up/down > depending on the terrain (up to a certain degree, they won't go up > a near vertical wall of course). That would make them more useful. > Additionally, I thing they should not explode if they are flying > on top of a 'rescue' texture (e.g. water, lava), they should only > explode if they are outside of the actual model. +1 > 2) homing missiles > I would suggest that they follow the actual track, till they are > close enough to another kart, and then go towards the kart. > Homing missiles are (as someone wrote in the wiki) not that > useful, since there are many curves in the tracks, and the homing > missile would just fly into a wall/... If someone remembers the wonderful SuperCars2 (Amiga) that how they worked there. +1 > 3) sparks > They are just bad at the moment. What about: > a) let them have a certain height above the terrain, and not > (as they currently do) fly arbitrarily high. If they bounce off a= > wall, they just won't raise anymore. > b) let them drift towards the closest kart (within a certain > distance). The force accelerating the sparks could be dependent > on the distance, i.e. the closer the kart, the higher the speed > with which the sparks moves towards the kart > (based on a suggestion in the wiki) I am undecided here. I've never noticed the sparks thingies as they are that useless atm. I am happy about everything that makes them more useful. :) > 4) zipper > They are currently no fun at all - you just lose control over the > kart, which is just bad. My suggestion would be that a zipper > increases the speed of a kart, but does not force a wheelie, i.e > you can still steer. +1 btw. same for the 'road mounted zippers'? > 5) wheelies > I am not really sure about wheelies. On one hand it is important tha= t > players have away of actively (or using skilled driving) overtaking > other karts. That makes the game a lot more fun. On the other hand, > not being able to steer makes wheelies less useful. Any comments > or suggestions? > The 'other' kart game apparently uses slip stream: when you are clos= e > to a kart in front of you, you get a speed boost since you are > driving in the slip stream. That's just one hell of a good game > design: it gives you a way to use your skill, without any additional= > controls, buttons, explanation - gee, I hate copying this idea (sinc= e > we want to make STK a game on its own), but it is a very good one > (and slip stream is an important factor in 'real' race driving, so > it might not look too much like stealing). But perhaps we can come u= p > with a new idea here? Let your creativity go wild! I understand your position but when you want something unique for STK then why not let it the way it is. For me those odd wheelies are a remarkable gameplay feature of STK. > One more thing we should think about (again based on the wiki): do we > want to have different powerful items, depending on how many you boxes > you collect (or perhaps depending on your energy meter - instead of > getting more items depending on energy, you get more powerful items, an= d > if you collect more boxes, the number of items will increase)? E.g. > 1) rockets: > the first collectable is a normal rocket, if you collect another box= , > you will get an homing missile, one more, and your homing missile > turns into a high-speed-homing missile? > 2) Sparks level one would just flow around, level 2 would go towards > karts, level 3 would go quickly towards karts :) > 3) parachutes: level one would only hit the first kart (or the kart > ahead of the player), level two all karts ahead of you, level > three would increase the effect > 4) zippers: hmm - not sure, perhaps just more and more speed? >=20 > Or should we support both modes, e.g. some tracks might just use the > collectables the way we currently use them, but some tracks (or grand > prix or game modes) might specify to use a different mode? Would that > actually make the game more fun? Or does it just increase the need for > documentation to read before you can actually play the game? I am happy= > to leave it the way it is now, I just think we should make up our mind,= > document it on the wiki (and clean up the game design page), so that we= > can have a well defined direction to go to. Again I am undecided here. I tend towards leaving it as it is because thats the way I know STK but I see some value in taking the other approach: Usually if you are far behind in the beginning of a race you will not reach the first place ever. With stronger items and more determinism ("Damn, again a useless spark, I need a homing missile/zipper") of getting one this might be easier. Regards Robert -------------------------------------------------------------------------= This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. 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