Silly idea: inverse mode?

Silly idea: inverse mode?

Postby mr_Spoon » 02 Sep 2011, 19:12

Hi again, just a quick idea I've had for a different powerdown this time, one which inverts the left/right steering sense & maybe also the brake/accelerator, although it might be too tricky for a player to handle both at once. It sounds like an easy thing to implement from a non-programmer perspective. Perhaps the players screen colours could invert whilst this powerdown is active or something bizarre.

Just imagine driving along then you get the powerdown, perhaps after a countdown like the current dynamite one & you then have to then steer left to go right & vice-versa, and then back to normal once it wears off.

:)

Sorry if this has been suggested before.

Actually now that i think about it, did Skunny Kart have something like this, the green or red potion maybe?
mr_Spoon
 
Posts: 64
Joined: 25 Aug 2011, 20:54

Re: Silly idea: inverse mode?

Postby Turtle » 02 Sep 2011, 19:27

Keep it only for acceleration. The reason is that steering is important when going through a sharp turn or trying to take a gift box or nitro. If you mess with it, you could end up having some very frustrated players which I don't think this game should encourage (it should be a fun game, not frustrating). Also, I was thinking for the symbol it could be 2 arrows circling each other kind of like the windows recycle bin but red:
Image
Turtle
 
Posts: 68
Joined: 27 May 2011, 17:27

Re: Silly idea: inverse mode?

Postby mr_Spoon » 02 Sep 2011, 20:41

I was thinking of an arrows-type item design also. A rotational one like on the waste-basket above, or a left-right version.

I guess it would be quite frustrating when the steering flips, but just swapping the acceleration/brake keys around might not be that difficult for a player to compensate for, but maybe that would be enough of a hindrance. You would momentarily slow down when the powerup is applied & again when it wears off, with practice you would learn to compensate quite quickly for it, so a random time delay might make it work better?
mr_Spoon
 
Posts: 64
Joined: 25 Aug 2011, 20:54

Re: Silly idea: inverse mode?

Postby Turtle » 02 Sep 2011, 20:49

mr_Spoon {l Wrote}:I was thinking of an arrows-type item design also. A rotational one like on the waste-basket above, or a left-right version.

I guess it would be quite frustrating when the steering flips, but just swapping the acceleration/brake keys around might not be that difficult for a player to compensate for, but maybe that would be enough of a hindrance. You would momentarily slow down when the powerup is applied & again when it wears off, with practice you would learn to compensate quite quickly for it, so a random time delay might make it work better?


I think no warning is the best approach. Just hit him quick with it, so he doesn't notice your carrying it (if you have split screen). My concern is who should this effect? Nearby karts?...All karts in front?... Missile though wouldn't work since it emphasizes aiming and a targeting animation (ex: cupcake flying towards you), and that would let them know it is coming (prepare to switch keys).
Turtle
 
Posts: 68
Joined: 27 May 2011, 17:27

Re: Silly idea: inverse mode?

Postby mr_Spoon » 02 Sep 2011, 21:05

I was initially thinking it would affect the person that drives over it like a banana skin. If it was deployable it could be left behind like the bubblegum, but that would give the other driver some notice also.
mr_Spoon
 
Posts: 64
Joined: 25 Aug 2011, 20:54

Re: Silly idea: inverse mode?

Postby Arthur » 02 Sep 2011, 23:29

I like the swapping of left-right better. It could happen in an old game called Ignition, and after the initial frustration and learning period, I became almost just as good at driving with them reversed. So I don't think it would be too bad, but we should probably get a tutorial feature soonish or it'll become a bit hard for newcomers to understand the game.

I've actually thought about how to model some tutorial levels, so I may start with the modeling of them in a while (need to finish my first serious track attempt, which will probably take a few months).
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
User avatar
Arthur
 
Posts: 1073
Joined: 06 Dec 2009, 00:49

Re: Silly idea: inverse mode?

Postby STKRudy85 » 03 Sep 2011, 13:07

item which invert left and right is a good Idea for me.

I think players less ranked than the player who use this item should be not affected
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Silly idea: inverse mode?

Postby vo_ngan_90 » 03 Sep 2011, 13:19

STKRudy85 {l Wrote}:item which invert left and right is a good Idea for me.

it good for me, too
User avatar
vo_ngan_90
 
Posts: 21
Joined: 15 Aug 2011, 09:19
Location: VietNam

Re: Silly idea: inverse mode?

Postby Turtle » 04 Sep 2011, 06:30

Arthur {l Wrote}:I like the swapping of left-right better. It could happen in an old game called Ignition, and after the initial frustration and learning period, I became almost just as good at driving with them reversed. So I don't think it would be too bad, but we should probably get a tutorial feature soonish or it'll become a bit hard for newcomers to understand the game.

I've actually thought about how to model some tutorial levels, so I may start with the modeling of them in a while (need to finish my first serious track attempt, which will probably take a few months).

Disagree. If you can't see it, you will not be prepared to switch when are turning in a sharp curve (lava bridge fort magma, old mine, etc). Can you imagine playing challenge mode and being hit with Left/Right switch while playing Old Mine 3rd lap? Yikes! >:( Don't even get me started on multiple curves for certain tracks; the level of frustration that would cause, would be very high and difficult to get use to.

The brake vs. accelerator change is easier to deal with since it will only mess with your game slightly (it's simply saying brake more now, and accelerate less). Also, it gives players like me more reason to use their brakes. I either use sharp turn or let go of the accelerator, and only use brakes when a bowling ball is passing near me.

Either way you developers can test both of them, and see how it feels (whether annoying or not). All I am doing is giving you some scenarios with this left/right idea.
Turtle
 
Posts: 68
Joined: 27 May 2011, 17:27

Who is online

Users browsing this forum: No registered users and 1 guest