Re: [tuxracer-devel] Speed Boosts
Status: Beta
Brought to you by:
jfpatry
From: Jasmin P. <jf...@mu...> - 2000-08-11 16:20:36
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On Fri, Aug 11, 2000 at 03:45:01AM +0000, Drakkin wrote: > Hello all, > I've been reading the developer archives, and noticed a conversation > back in April about adding speed boosts. Well, I've found a way to > implement them now without a change in source code. > > The map I'm developing does not use the rock terrain, so I simply > created a new graphic tile (Snow with a red bull's eye) and I loaded > THAT in place of the rock texture. Then, I altered the rock's friction > to a negative value, effectively changing the rock into a propelling > surface. Heh, that's a neat hack. :) > Now, I do have one problem... It seems textures are stretched within the > engine with no apparent way for the course developer to alter them. My > bulls eye texture (directly drawn onto a copy of the snow texture) gets > stretched out to a size of about 3x3 or 4x4 (In relation to course map > pixels). Would it be feasible to allow texture stretching values to be > defined within the course script? We're in the process of re-writing this portion of the engine. We're still testing different approaches, but the idea is to make the transitions between the different terrain types smooth. Depending on the approach we use, we might have to impose constraints on how textures are "stretched out" on the terrain, so making that definable in the course script probably might not be possible. So I guess my answer is: I'll get back to you on that. :) > In fact, if we were to think even grander, wouldn't it be nice to allow > for an expanded list of possible terrain types? I'm seeing something > like this: > > tux_terrain_type_0 ../common/ice.rgb 1.5 1.5 0.25 0 0 > tux_terrain_type_1 ../common/snow.rgb 1.5 1.5 0.35 0 0 > tux_terrain_type_2 custom.rgb 1 1 -2.2 0 0 > > The first parameter is obviously the texture file name, next two could > be the X and Y stretch factors, next is friction. We could then have a > damage modifier (Will this LAVA damage tux? How much?), and finally, a > special modifier. This modifier could be used to activate special > functions within the engine, like a reflector (bounce tux away like in a > pinball machine), a special lighting condition, the location of a 3-d > powerup (silver herring health bonus), etc. > > You may even wish to include the grey-value used to represent this > terrain on the map image. For example: > > tux_terrain_type_9 extralife.rgb 1 1 0.35 0 7 80 > > The 80 represents R80 G80 B80 on the map. This would allow the developer > great flexibility when applying the finishing touches. Think you'd like > to swap the low health bonuses with the 50% health bonuses? Why re-paint > the map when you can swap two values in the config file? Some great ideas there! I especially like the ideas of damage and "special" modifiers for terrain. We probably also need a "paddling" modifier -- i.e., how well can tux paddle on this surface (I'm currently using the friction coefficient but that allows tux to really scoot on rock, which isn't right). Thanks -- I'll keep your suggestions in mind as we continue development. > Anyway, these are just some "wish-list" items I've come up with while > playing with my maps. I'll probably have more as time goes on. Ok, great! > I'd also like to add, before I sign off, that I've enjoyed playing Tux > Racer. My thanks go out to Jasmin and everyone who's helped along the > way. This is by far the most fun I've found in a developing game. Glad to hear it. Thanks for the feedback! Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |