Re: [TuxKart-devel] A small tought about diferences in tuxkart and supertuxkart design..
Status: Alpha
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From: Ricardo C. <ri...@ae...> - 2005-04-11 13:52:28
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Hi Coz, I'd be already happy if *one* person would work in *one* of the projects! :D Really, in my modest opinion, that idea of yours is imbecil. Because it would be waste of efforts and, in the end, we would end up with two unfinished games. Besides, there aren't that many differences between computer kart games. Or do you have any to suggest? Anyway, in the far future, when TuxKart is mature enough, it might be a good idea to create some mods. But a better approach might be to throw lots of functionality that could be enabled by track designers. Cheers, Ricardo Em Domingo, 10 de Abril de 2005 18:46, o Coz - escreveu: > I was just thinking that tuxkart and supertuxkart, since they are different > proyects now should have slightly different aims. Besides all the > supertuxkart is more desorganized than tuxkart but supertuxkart has more > features thingie, I mean like, design aims. > > I remember once that steve barker sayd that in tuxkart people should spend > almost all the time driving. Maybe we could turn that into a gameplay > difference, where supertuxkart would focus more on fighting than driving > and the opposite would be for tuxkart? > > If anybody is listening, specially steve barker since tuxkart is his > project, I pretty much would just want to know that if someone works in > tuxkart and someone else works in supertuxkart in the end they will be > pretty much be the same thing just with minimal differences that nobody > cares and when someone asks which one is better instead of saying "if you > like <insert type of game> more you should choose tuxkart but if you like > <insert type of game here> more you should choose supertuxkart", they say > "well.. emm.. I dunno they are almost the same it's just matter of > preference...". > -- <cesarb> Damn, every time I spawn, qf-client-x11 locks hard <Zoid> Don't die? <Knghtbrd> good incentive. |