Re: [tuxracer-devel] Course precisions
Status: Beta
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jfpatry
From: Jasmin P. <jf...@mu...> - 2000-04-13 02:54:55
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On Tue, 11 Apr 2000, Steve Baker wrote: > 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. Yup, that sounds like a pretty good idea. > 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'. I definitely plan on doing something like this. (Probably not as quickly as you'd like, though :-). Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |