Re: [tuxracer-devel] Course precisions
Status: Beta
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jfpatry
From: Jasmin P. <jf...@mu...> - 2000-04-15 15:12:54
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[Sorry for the delay in responding, I've had to devote 100% of my time over the last few days to finishing a term project...] On Wed, 12 Apr 2000, Steve Baker wrote: > Jules Bean wrote: > > > Points for *long* periods of being airborn - perhaps for each period > > of being airborn for longer than 0.5 seconds. > > Well don't we have to have 'damage' scored on Tux for hard landings, > hitting trees and stuff - and perhaps for scooting over rocks at high > speed? (That's hard on your feathers you know!) That makes for somewhat > contradictory requirements...I think a better way to reward long 'air > time' is using tricks (see my comments below). There's a first cut at a damage system in 0.12, but you won't see the health display unless you include "health" in the debug variable in ~/.tuxracer. It still needs work. Paddling saps Tux's health, he takes damage when he hits a tree, and damage is also incurred based on the magnitude of the force exerted on him by the terrain. > > 100? points for never using the paddle key > > I don't think you need to do that - if you have to resort to paddling, > you've already lost so much time that you'll get a bad time score. > No need for a double penalty. Well, paddling at the start of a race gives you a nice speed boost. But I like the idea that paddling saps your health. Comments? > > Other bonuses might have to wait until we have 'special trick' keys. > > Yep! The (excellent) 1080 snowboard game on Nintendo 64 has that - > and it's nice because they reward small numbers of points for doing > basic tricks - but MUCH more points for doing them in combinations in > quick succession while in the air. I guess that's incentive for > getting long 'air time' - you can fit in more tricks in one 'combo'. > > Doing the same trick twice in a row doesn't constitute a combo in > 1080...and if you fall off the board on landing, your score for > that set of tricks is zeroed. > > We might also want to consider 'bonuses' on the track: > > * Goodies you can hit to get a temporary boost of speed. > * Things that repair your 'damage'. > * Things that score bonus points. > * Perhaps things like teleporters that take you to some other > place on the track (better *or* worse). The first two are already on the list. The latter two seem like they might be good additions too. > This may be controversial - but I would like to propose that > we aim for a common 'style' for such things between Tux Racer > and my Quest for Herring game. (And "Tux-Kart" which may be my > next effort). It would help the world of Tux-based games to > establish a set of common themes like that. Sure, I'm open to something like that. > For example, I have 'spinning herrings' in different colours > (Silver for a points bonus, Gold for a major prize, Red for > a random-ish special effect, Green for bad things you'd want > to avoid. I use small spinning Tux icons for 'extra lives') I like the idea of herring for health (I would use silver for small health boost, gold for big health boost), but for speed boosts I favour some kind of symbol on the terrin itself -- chevrons have been used in so many racing games that they're instantly recognizable (which I think is a good thing). Bonus points should be represented by something other than herring, IMHO, though off the top of my head I can't think of anything good (bowtie? CD? 3-D /. ?) I would make the teleporters look like portals of some sort -- say a (translucent?) polygon with an animated perlin-type texture, or something similar. > > Personally, I'm not too bothered about needing to 'finish' one track > > before going on to the next, although perhaps this should be at the > > course designer's option --- so some tracks are grouped into > > sequences, and some aren't. > > I think it's important to give players a REASON to beat the game. > We aren't offering cash prizes - but the ability to 'get onto the > next level' is a powerful force to get people to keep playing until > they beat the 'par' time. If all the courses are instantly accessible, > people will visit each one quickly and have seen all that the game > has to offer before they've even mastered one level. > > You'd want to make it EASY to 'open up' the first few levels - but > make things increasingly hard right up to the end. Right, that makes sense to me. (I can't remeber what 1080 does... doesn't it have a few open at the start, and then they're opened up one at a time?) Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |