Re: [TuxKart-devel] tuxgames
Status: Alpha
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sjbaker
From: Steve B. <sjb...@ai...> - 2004-06-27 07:43:50
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Caleb Sawtell wrote: > tuxgames did a review of tuxkart and we will be able to take some of > there ideas to make tuxkart better the review can be found here : > http://www.linuxgames.com/?dataloc=/reviews/tuxkart/ Yeah - I can't disagree with most of what they said. I thought the 'ding' they gave us for 'Installing' (5 out of 10) was a little harsh. Most of the other complaints should get fixed with this GoTM effort. Other comments about their review: The sounds seem like 'stock' sounds - well, yes - that would be because they *are* stock sounds. (Have you ever *tried* to record sounds of your own with a microphone or whatever? It's just about impossible without a folie stage and professional equipment.) As for the worry that parents might find it 'offensive' for younger players...sheesh! Can I count this as an educational game?...Educational for parents that is? There isn't a kid alive of an age who could play TuxKart who doesn't see fart and belch jokes on TV - or from friends or whatever. Compared to the gore and violence in most games, I think a good healthy belch from a Penguin who *loves* his herring is OK. Graphics are 'chunky' - yes - they were designed to run on a Voodoo-1 and a 133MHz CPU! That gives you only a thousand or so polygons to play with and still get reasonable frame rates. Most of the karts are already up at several hundred polygons - so every polygon that could be shaved off - was. This is certainly an area we can fix if we focus on graphics cards with hardware T&L - or even non-T&L hardware with a faster-than-133MHz CPU. It's interesting to dig out an old Nintendo 64 and look at MarioKart'64 (which bears 'certain resemblances' to TuxKart!)...notably, the karts in MarioKart'64 were not rendered in true 3D. They pre-rendered the karts from a number of positions - and draw them as flat, 2D billboards. The result is that the lighting on them never changes. They have to be very careful with camera angles. As the karts turn, they do so in distinct 'steps'. Even so, the couple of levels which we did to look like MarioKart levels stand up reasonably well to comparison - even though an N64 is much faster than a Voodoo-1 card. They are dead on with their complaints about game-play. My AI is just pathetic - and interest from users died out before I got around to writing any 'series' competition modes. I think a split-screen 2 player or 4 player mode would help a lot - but back then, we barely had the throughput to render one scene - let alone 2 or 4. The complaint about needing a track editor is a bit unfair. Tuxkart doesn't need a special track editor - you can build tracks fairly easily in Blender or AC3D - in a sense, those *are* the track editors. The version of Tuxkart in CVS supports 'mirrored' tracks which adds some extra life to the existing levels. Overall, a fair statement of the current state of the game...but hopefully that's all about to change. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |