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Gameplay Ideas for SuperTuxKart 2.x

PostPosted: 24 May 2024, 23:25
by Derivate
Hello everybody,

although I'm new to this forum I would like to share some small ideas that came to my mind recently and that could improve the gameplay of SuperTuxKart:

+ adding 2 driving modes:
--- realistic (drifting/physics like in STK <=0.7.3 ---plus--- no 'invulnerability phase' after bomb explosion or being shot like in STK <= 0.6.2a) ---> sharp corner drifting, realistic crash/bullet physics after being exploded/hit/shot by another player/kart
--- arcade (driving mechanics like we know them today since STK 0.8) ---> speed boost after drifting, invulnerability phase, also maybe steering while airborne

+ also making the Story-Map bigger by adding featured add-on tracks or add-on tracks that would fit well into the story/genre of the current game to it would be a great improvement to the future of SuperTuxKart

I hope the ideas above will make it to SuperTuxKart 2.x and be a great addition to the gameplay of the future game.

Have a nice weekend :-)

Re: Gameplay Ideas for SuperTuxKart 2.x

PostPosted: 26 May 2024, 12:15
by Alayan
Derivate {l Wrote}: --- realistic (drifting/physics like in STK <=0.7.3 ---plus--- no 'invulnerability phase' after bomb explosion or being shot like in STK <= 0.6.2a) ---> sharp corner drifting, realistic crash/bullet physics after being exploded/hit/shot by another player/kart

That would be a huge amount of work for something that wouldn't be much fun.

Re: Gameplay Ideas for SuperTuxKart 2.x

PostPosted: 18 Jul 2024, 01:27
by rico
Had put this idea for tracks but it is a new mode; also came up another new mode:

Stunt Track -- high score wins, timed

Scoring: flip in air=1 pt; 2 wheels; Air time; max speed 1; spin left to right ; etc
at end score added up.
challenge previous self as a.i.; try to get high number flips/high score

addon ideas before start not pickups:
To help with flips
--rocket number 1,2.3 rockets;
---boost gage
--parachute -small medium, large

level mods before start
--gravity - 1-10
--backyard -(grass level)
-- oil (slippery)
-- time
-- number rounds
--backward\mirror
--music track number
-- water gyser spray time -every 5 seconds/random

Think ramps, valleys, cantilevers track can have no ceiling, double height walls

Like skateboard with cars;
if crash upside down respawn... falling, ramming into a wall

was a stunt track for stk on youtube called dirty stunts, but didn't have scoring or logic for stunts.

Re: Gameplay Ideas for SuperTuxKart 2.x

PostPosted: 18 Jul 2024, 01:41
by rico
Avalanche Outrun/Seal Outrun
A new gameplay type where there are narrow forests, valleys and rocky areas. The player has to outrun the avalanche

Redlight Greenlight
The player has to go or stop according to a traffic light to get to a place in a certain amount of time.

Tag your it
Not sure the rules... The person tagged has to tag someone else. https://www.wikihow.com/Play-Tag

[i]Team Capture the base[/i]
Team Capture the base

4 player hot potato with fish instead of potato
2 teams of two have to work together driving and carry a fish across the finish line in a certain amount of time.

4 player hop race
2 teams of two have to work together hopping and cross the finish line in a certain amount of time.

Re: Gameplay Ideas for SuperTuxKart 2.x

PostPosted: 18 Jul 2024, 17:20
by rico
Hide games

Hide and Seek
One player is next to a cube hay bale or a big crate and push a button on the controller to hide in or ‘be’ the crate, box or hay bale. If there were 20 on the screen you could make the screen go black while you hide, or have the other player in split screen look away. Have an optional count down timer.

Bomb sweeper
Have a player look in 3 boxes or hay bales and try not to find one with a bomb. maybe have option change color of item after searched.

Treasure Hunter
Look for an item hidden in a box, Hay bale, crate, ice cube.