Delete me - old thread
by Duncan Gray · in General Discussion · 11/07/2005 (7:35 pm) · 12 replies
This is an old thread, just go to the wheelracer website for the latest version.
[edit] removed old data
[edit] removed old data
About the author
#2
1-ok, first off you need some sort of pointer to the next checkpoint.
2-the ball cage doesn't slide around at all, this makes it all clingy to the ground and hard to steer.
3-Also, get rid of the mouse steering, and/or, impliment SOME sort of visual marker to show how far your turning. Just like the starter.racing there is No way to tell how far the wheel is being turned. I ended up over correcting my steering waaay too much.
4- I couldn't jump off the terrain at all, how boring. I was expecting to be able to catch air off the bumps in the road. instead the cage clings to the ground plane and sends me racing off in a differnt direction. Need some sliding physics.
5- how about the ability to jump, just to avoid others and rocks? check out this code:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7821
6- Ability to knock others around, instead my ride goes funky, not fun.
7- I like the ball cage, but in first person view, it gets annoying to watch the cage all the time. How about just 2 Really large wheels on either side? or half sphere tires like: (-@-) <--- roller.
8- the enviornment, while torque gives a great base, spice it up: snow, rain, wind puffs... more plants to decorate the horizion, or bombed out buildings, or a nice country barn to pass...
9- The race, it works. how about using DIF structures to zoom around in. like ramps, loops, big sloped turns like nascar. I got lost Really easily once the ai were out of sight, especially on some of the hilly- maps. Have shortcuts that are not obivious, and hard to manuver. Most race games today give the player multiple paths to race through, and its up to them to get from ptA to ptB.
10- Weapons: I'd stay away from generic weapons, your strength is the vehicle your in. There Has to be a reason for that vehicle. Once the movement is corrected to allow collisions, weapons should allow you to use your vehicle as a weapon. Such as turbo jets, or Strafe turbo jets- slam into the guy next to you with a lateral thrust. Or the ability to turbo-dig yourself into the ground, allowing you to launch an opponent into the air (like skip jumping a cue ball in pool) downside to this mauver would be a loss of speed.
11-I would love to see more airial tricks, jump and paths suspended above the terrain. Racing through an urban scape, either on the roads, or using the roofs to jump/bounce from one building to another.
12- more games. Capture and Hold the flag- like smear the queer. Return the flag- some can guard the return point while other attempt to chase down the flag. Demolition- be the only one in a specified area to gain points, or ram others for points. the area changes after alotted time....
This is all meant as constructive criticism of course ;)
11/09/2005 (1:16 am)
Interface:1-ok, first off you need some sort of pointer to the next checkpoint.
2-the ball cage doesn't slide around at all, this makes it all clingy to the ground and hard to steer.
3-Also, get rid of the mouse steering, and/or, impliment SOME sort of visual marker to show how far your turning. Just like the starter.racing there is No way to tell how far the wheel is being turned. I ended up over correcting my steering waaay too much.
4- I couldn't jump off the terrain at all, how boring. I was expecting to be able to catch air off the bumps in the road. instead the cage clings to the ground plane and sends me racing off in a differnt direction. Need some sliding physics.
5- how about the ability to jump, just to avoid others and rocks? check out this code:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7821
6- Ability to knock others around, instead my ride goes funky, not fun.
7- I like the ball cage, but in first person view, it gets annoying to watch the cage all the time. How about just 2 Really large wheels on either side? or half sphere tires like: (-@-) <--- roller.
8- the enviornment, while torque gives a great base, spice it up: snow, rain, wind puffs... more plants to decorate the horizion, or bombed out buildings, or a nice country barn to pass...
9- The race, it works. how about using DIF structures to zoom around in. like ramps, loops, big sloped turns like nascar. I got lost Really easily once the ai were out of sight, especially on some of the hilly- maps. Have shortcuts that are not obivious, and hard to manuver. Most race games today give the player multiple paths to race through, and its up to them to get from ptA to ptB.
10- Weapons: I'd stay away from generic weapons, your strength is the vehicle your in. There Has to be a reason for that vehicle. Once the movement is corrected to allow collisions, weapons should allow you to use your vehicle as a weapon. Such as turbo jets, or Strafe turbo jets- slam into the guy next to you with a lateral thrust. Or the ability to turbo-dig yourself into the ground, allowing you to launch an opponent into the air (like skip jumping a cue ball in pool) downside to this mauver would be a loss of speed.
11-I would love to see more airial tricks, jump and paths suspended above the terrain. Racing through an urban scape, either on the roads, or using the roofs to jump/bounce from one building to another.
12- more games. Capture and Hold the flag- like smear the queer. Return the flag- some can guard the return point while other attempt to chase down the flag. Demolition- be the only one in a specified area to gain points, or ram others for points. the area changes after alotted time....
This is all meant as constructive criticism of course ;)
#3
I don't know if you tried to implement "Air Control" resource? If you didn't maybe you could try to implement that (it's quite easy, and the results could be fun). That resource would allow of some control while in air.
11/09/2005 (9:11 pm)
I haven't time to play this latest release yet, I will this weekend I promise ;)I don't know if you tried to implement "Air Control" resource? If you didn't maybe you could try to implement that (it's quite easy, and the results could be fun). That resource would allow of some control while in air.
#4
11/10/2005 (10:34 am)
Is there no Mac version available?
#5
11/10/2005 (10:40 am)
@Thomas, if someone wants to donate a Mac .......
#6
11/10/2005 (10:55 am)
@Duncan: I would be willing to donate some compile time ;-).
#7
11/10/2005 (11:00 am)
Where's the link for the linux version?
#8
I use transgaming if I want to play PC games on Linux and it also works with TGE games.
@Thomas, I might be interested in the offer, the problem is:
(a) I have no copy protection for the Mac platform, perhaps you know of one? GG dont sell theirs.
(b) The game is going through many frequent updates in an attempt to raise it's standard. The plan was to get it to a point where it's good enough to attract some decent Windows sales which would means it's guaranteed to get Mac sales at that point as well. It seems prudent to avoid frequent Mac compiles until the game matures.
For now Mac users can use the Windows emulator, I forget what it's called but similar to transgaming, it lets you play windows games on the Mac, or thats what I read anyway.
11/10/2005 (11:28 am)
@Charels, appart from XP, I have Red Hat 9 on one PC, Fedora core 3 on a LapTop but the problem with Linux is that each flavour is trying to be "King of the Hill" and they mod their file and library paths to individualize themselves. The result is you compile for one flavour and then it cant find certain necessary libraries on another flavour... It's also fussy about library versions. Something compiled with glib whatever won't necessary work with another version of glib etc. That sucks. Linux won't gain much market growth until they unify and standardise the structure of the diffferent flavours. Also, Linux sales only amount to 5% of game sales at Garage Games so is it worth the headache?I use transgaming if I want to play PC games on Linux and it also works with TGE games.
@Thomas, I might be interested in the offer, the problem is:
(a) I have no copy protection for the Mac platform, perhaps you know of one? GG dont sell theirs.
(b) The game is going through many frequent updates in an attempt to raise it's standard. The plan was to get it to a point where it's good enough to attract some decent Windows sales which would means it's guaranteed to get Mac sales at that point as well. It seems prudent to avoid frequent Mac compiles until the game matures.
For now Mac users can use the Windows emulator, I forget what it's called but similar to transgaming, it lets you play windows games on the Mac, or thats what I read anyway.
#9
11/10/2005 (6:59 pm)
Your filefront screenshots seem to be broken, only the thumbnails work.
#10
11/10/2005 (7:08 pm)
Thanks, it seems you are correct, must be a filefront bug. I updated the top post to link to some screenshots. It's only relevent as of version 1.10 i.e version 1.13 screenshots look the same as version 1.10 since most of the changes are game related not art related.
#11
(a) Depends on what you mean with copy protection. If you are talking about asset protection you should have that already build into the engine. If not - what exactly do you mean (serial numbers, product activation etc)?
(b) It's easier to actually sell games for Mac right now. But that's your choice.
There is no Windows emulator for Mac that has 3d hardware acceleration.
11/11/2005 (2:38 am)
@Duncan:(a) Depends on what you mean with copy protection. If you are talking about asset protection you should have that already build into the engine. If not - what exactly do you mean (serial numbers, product activation etc)?
(b) It's easier to actually sell games for Mac right now. But that's your choice.
There is no Windows emulator for Mac that has 3d hardware acceleration.
#12
(a) yep, serial numbers, product activation, hardware locked etc, similar to GG Ignition system and ideally needs to work with a payment system like Regnow or PayPal.
I'm using Softwarepassport/Armadillo for Windows.
(b)
[1] you can't sell on Mac unless you have (a) working on Mac
[2] I need to finish the development first or you would get anoyed with the constant updates
11/11/2005 (3:41 am)
@Thomas(a) yep, serial numbers, product activation, hardware locked etc, similar to GG Ignition system and ideally needs to work with a payment system like Regnow or PayPal.
I'm using Softwarepassport/Armadillo for Windows.
(b)
[1] you can't sell on Mac unless you have (a) working on Mac
[2] I need to finish the development first or you would get anoyed with the constant updates
Torque Owner Denis Linardic
Maybe create particle effect surrounding racer for 3-5 seconds, and then just eject racer from repair station. You succeded to create fun&fast game, repair station will probably slow that down a little bit.
Even 3 seconds is a lot, when you are racing against computer.
I wouldn't use teleports simply becouase this is racer game, the objective is to go through each checkpoint and finnaly win the game, and I would hate if i am in the lead and in last few hundred meters AI pickup teleport and it place him in front of me...grrrrrrrrrr ;)
Maybe you could give time (example 1 minute) and with every pass through checpoint you get like 20 seconds bonus. That should give even faster game.
Slick Oil...hmmmm...that shouldn't really be problem for whell racer (at least I can't imagine), maybe I am wrong but wheel racer design should give advantage over slick oil....maybe it will slow down but....hmmm don't realy know.
As for temporary jets I would suggest somekind of nitro, superacceleration for few seconds. (will be hard to control racer, and you will force the player to use that only on straitgh parts)
Ok I started to get annoying, so let's hear others ;)
All of this is IMHO of course ;)