From: Joerg H. <jo...@lu...> - 2008-03-30 04:48:58
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-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi all, [...] >> Tracks, karts, grand prixs, and game modes can (currently) be locked, >> but we could easily add more checks (e.g. unlock certain gadgets, or >> perhaps 'look back', or perhaps even something as simple as using a > > I wouldn't like to lock an ability that can be directly mapped to a > button like look back :S *shrug* It's just a suggestion. Imho having something to unlock motivates people, which increases the attraction of playing STK. After all, how much fun is it to drive the same few tracks over and over? But if there is a challenge, people (at least me :) ) tend to play it to solve the challenge - meaning that people get more fun out of STK, without actually giving them more tracks, ... - by giving them a challenge so solve, and a good feeling (perhaps we should add some kind of prizes they can collect, ...). >> wheelie - which might be good for a tutorial: just finish two laps on >> the race track in 70 seconds or so) - or unlock high scores (???) >> Well, we shouldn't go too much (people might get frustrated otherwise), >> but I'd say they add a nice incentive to play STK. > > A challenge wouldn't be a proper tutorial. However, it could make it > easier if we lock the harder tracks. Agreed - a proper tutorial might be better. But wouldn't STK feel to complex if it came with a tutorial? A nicely designed system of challenges might introduce people similarly: after driving (say) 4 tracks a new challenge pops up: "Use wheelies to finish the race track in 30 seconds" (or so). The other question: what is a harder track? [...] > I think the challenge's description is ambiguous then; I didn't went > after the gold coin because I thought that it didn't matter if it was > a gold or silver coin. Good point - we need a word for the energy collected in coins to rephrase that challenge (well, it is solveable without gold coins). Or a description somewhere that a gold coin is the same as 5 silver coins. >> 1) we distinguish between novice challenges and normal challenges (and >> we might make the harder AI levels unlockable). This way kids would > > I don't like the idea. When someone wins a challenge, they could feel > as if doing the novice challenges is not worth it, and do it just for > the unlocking. Perhaps I should rephrase that: all things could be unlocked with two different challenges: an easy one, and a difficult one. So if people are stuck with a complicated challenge, they can always just do the easy one instead. This way we would avoid that people are completely locked out of the game. >> I agree - but then again I see Josh's point as well: a certain >> percentage of our players are kids, and they might get frustrated. How >> can we balance this? > > What about just having challenges that gradually increase in difficulty? Yes, they should certainly do this. > > @Paul: >> My view is that with the present AI (which I am slowly working on:)) we need various challenges to keep the game interesting. > > Wait, wait. Someone is working on the AI!? ^_^ Yes, please let us know if you are working on this, in case someone else picks it up assuming that nobody is working on it atm :) (though then we would end up with two betters AIs :) ) Cheers, Joerg - -- - ---------------------------------------------------------------- Joerg Henrichs Luding Administration e-mail: jo...@lu... URL: http://luding.org -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFH7ynVLC0mrNKFwF4RAoXmAKCaOpHNemwPBOVKlvbtDdcA81ckNgCgtw66 buNOv1SpJoDIe0A2V0KlOxo= =6Rsp -----END PGP SIGNATURE----- |