Re: [tuxracer-devel] Course precisions
Status: Beta
Brought to you by:
jfpatry
From: Steve B. <sjb...@ai...> - 2000-04-12 03:14:35
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Jasmin Patry wrote: > > and i can say that there are good performances during the course (nearly > > as a normal (smaller) course) but it takes a lot of time to load and > > have the 3d-preview. > > *nod* Unfortunately, I don't think there's very much I can do about that. Well, for the load time, possibly nothing can be done (well, you could optimise - or perhaps do some of the work off-line) - but for the previews the game could create snapshots of the course previews as PNG's or something and display those instead of the fully rendered versions. You could also render them at smaller size so you can see all of the courses (or at least - say - nine of them at a time) and pick them like that. This would have one interesting side-effect - which is that the course designer could hide parts of the course that are supposed to be a suprise by simply painting out the "suprise" section. The thing TuxRacer *urgently* needs IMHO is a goal to beat - something as simple as a 'par' time stored in the level's config file with code to prevent you choosing level 'N' until you've beaten the par time for level N-1. That would be enough to make the program cross the boundary from 'cool demo' to 'playable game'. It would then be necessary to grade the existing levels according to difficulty so things start off easy and get progressively harder. -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |