Re: [TuxKart-devel] How about
Status: Alpha
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sjbaker
From: Matze B. <ma...@br...> - 2004-10-11 10:24:15
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On Mon, 11 Oct 2004, James Gregory wrote: > - Copying and pasting in the old physics+AI code from the pre-GOTM > Tuxkart, and then just making some minor tweaks to the sensitivity of > the handling Well the physics currently in cvs isn't worse than the old physics, so it should be okay to keep it IMO. (Maybe some more tweaking with the constants could improve it) > - Either fixing tire tracks or simply removing them At the moment we should disable them, since tire tracks only happen when the car slides, just with the current physics code the car simply doesn't slide. > - Sorting out LOD. > > And actually releasing something? Yep pushing for a release would be a good idea. I'll have my last exam tomorrow and then I should have a little more time to work on this... There's also other stuff that could easily be worked on: -Fix splitscreen multiplayer -Cleanup main menu (No multiplayer button, if there is no multiplayer, same goes for sound and display settings). A display setting for resolution and fullscreen would be a good idea though. -Add back buttons to the menus -Add a highscore for timetrial (and eventually single race) -Add a score table that is displayed at the end of each race in championship mode. -Add a credits screen -Fix bullets and specials (probably remove some bad working ones like the magnet, the rockets and speed powerups should be easy to revive) -give penality when beaming back to the track. (ie. when pressing d or when you hit a deadly-texture or so). Your car should get beamed back and blink or fade in for a second or 2 in which you can't drive. These should be all easy tasks to do and are needed for the release to be at least fun to play IMO. Greetings, Matze |