My STK projects

Re: My STK projects

Postby fracture » 12 Nov 2020, 21:10

* the moving spike balls will just respawn or teleport after passing them in reverse mode for some reason.
* you added a 4th spike ball, but I think the balls could have been slightly faster, but you really shouldn't be adding many hazards until the AI can learn to avoid them. Until then I'd rely on sharp turns and narrow paths for difficulty, because this track feels a bit easy.
* I suggest making the castle section longer to where it takes up at large portion (but not all of) the entire track.
* I like what you did at the beginning of the track, although the new downhill slope after entering the skull mouth could have been left as it was.

You said you started to improve some of the official tracks when I asked about the snow track. Have you made any progress on those? If so, which tracks are you improving?
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Re: My STK projects

Postby SvenAndreasBelting » 13 Nov 2020, 00:46

fracture {l Wrote}:* the moving spike balls will just respawn or teleport after passing them in reverse mode for some reason.
* you added a 4th spike ball, but I think the balls could have been slightly faster, but you really shouldn't be adding many hazards until the AI can learn to avoid them.


Yeah all of these problems will be fixed but they don't have a very

fracture {l Wrote}:Until then I'd rely on sharp turns and narrow paths for difficulty, because this track feels a bit easy.


OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good.


fracture {l Wrote}:* I like what you did at the beginning of the track, although the new downhill slope after entering the skull mouth could have been left as it was.

I changed it because it felt quite bad to drive in my opinion (even I crashed there sometimes and I knew exactly how the turn went).



fracture {l Wrote}:You said you started to improve some of the official tracks when I asked about the snow track. Have you made any progress on those? If so, which tracks are you improving?


Yeah I will post a bit more about that next week (probably).
I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.
If you want to know more you can take a look at https://github.com/supertuxkart/stk-code/issues you will find some ideas/plans there.
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Re: My STK projects

Postby tempAnon093 » 13 Nov 2020, 01:45

SvenAndreasBelting {l Wrote}:OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good.

I agree, I feel a lot of the track is smooth straight sections. A new track appeared in the add-ons (Volcano Remake) which I think has a lot of good sections that may be worth copying. Maybe one or two bits there may be to difficult, like the jump, but there's some nice tight sections, long banked corners and height change.

SvenAndreasBelting {l Wrote}:I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.

I found a reddit thread where someone was asking about what people wanted to see in kart games and two of three answers said anti-gravity/magnetic sections and things like loops. I think a sci-fi track like a new STK Enterprise is a perfect opportunity to bring some of that into the main tracks.
Source: https://old.reddit.com/r/AskGames/comments/jlw0vp/looking_for_inspiration_making_a_track_for_a_kart/?
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Re: My STK projects

Postby fracture » 13 Nov 2020, 02:03

SvenAndreasBelting {l Wrote}:Yeah I will post a bit more about that next week (probably).
I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.
If you want to know more you can take a look at https://github.com/supertuxkart/stk-code/issues you will find some ideas/plans there.


I've seen the github. The thing is I'm not an artist or programmer and don't even know how to use blender, so all I can do is give suggestions. I remember trying out your sandtrack improvements and the track looked somewhat better. STK Enterprise is one of the better designed tracks but some sections including everything after the big jump get boring to race on. I remember Alayan saying something about how Green Valley could be brought back if it got some kind of graphical overhaul. Paradise Peaks would be a good addition if it got revamped. The only other addons track I can think of that should be in the game is Lost Chasm, and even that one would require work making the theme more clear and interesting and making the track smoother without widening it.

I'm looking forward to see what you can do with Green Valley and STK Enterprise.
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Re: My STK projects

Postby FabianF » 13 Nov 2020, 06:54

I don't think the track is too easy. Rather the opposite. It has some blind corners, so for new players it will be difficult to find where the road goes at first.
Might be a bit late to say that, but I really don't like the first curve directly after the start. Newbies most likely will keep crashing there.
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Re: My STK projects

Postby wax » 13 Nov 2020, 08:20

Hi Sven,
I just tried the last version of that track, here are a few things I noticed about it :
> There's an issue (I guess it's not intented) at graphics 1 and maybe more; it is possible to see the lava when driving on this part : https://www.youtube.com/watch?v=cGooLBj ... e=youtu.be
> There are a few parts when you think it's possible to do a red skid but actually no : at the enter of the castle, between the 2 castle parts... Maybe, if it's possible, making some curves a bit longer?
> "Zippers" in the "spike balls" part do not speed up. It is currently the speed red skid+nitro of an heavy kart.

Now I'll answer
"OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good."
-This track is difficult enough, especially if considered you should do it for the first time at the end of the story mode to beat Nolok.
"STK Enterprise is one of the better designed tracks"
-You're again kidding me.
Well about the tracks you revamp, I would prefer to remove enterprises from the main game, but if it stays the gameplay needs to be much easier. Also graphics are far to be as good as the ones of black forest, ravenbridge mansion, cocoa temple, gran paradisio island... (the most recent tracks actually) ... and are broken cause you can go through the wall!
Green Valley needs improved graphics, but also gameplay, I'm not sure it will be so fun to run without the skip.
Then, scotland is the first to improve/remake imo.
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Re: My STK projects

Postby kimden » 13 Nov 2020, 09:36

SvenAndreasBelting {l Wrote}:OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good.


I would say the track is very difficult to play perfectly, especially the section with flying spheres - I cannot predict right now where to go and it is painful. Maybe more experience from my side would solve it, but, as I know, few players make many tries, so probably they will complain.

SvenAndreasBelting {l Wrote}:I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.


Nice! I hope the difficulty/overall mood of those tracks won't change much (as I personally enjoyed them)

wax {l Wrote}:Well about the tracks you revamp, I would prefer to remove enterprises from the main game, but if it stays the gameplay needs to be much easier.

Please no, I don't think it is hard to just ride 90° corners :)
One day, I'll put enough checklines on all your tracks.
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Re: My STK projects

Postby FabianF » 13 Nov 2020, 13:49

Sven, I would like to play your improved tracks (Shifting Sands and Green Valley). If possible, could you publish some download links? That'd be great!

STK Enterprise doesn't need any major changes imo, at least no gameplay-related ones.

I agree with Wax that Nessie's Pond needs a graphical revamp (there is also an opened issue in github about how to improve the track).

What I definitely do NOT think is that Paradise Peaks should have any chance to get in the main game. I really don't like its gameplay and currently the graphics are horrible.
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Re: My STK projects

Postby SvenAndreasBelting » 13 Nov 2020, 16:38

FabianF {l Wrote}:Sven, I would like to play your improved tracks (Shifting Sands and Green Valley). If possible, could you publish some download links? That'd be great!

STK Enterprise doesn't need any major changes imo, at least no gameplay-related ones.

I agree with Wax that Nessie's Pond needs a graphical revamp (there is also an opened issue in github about how to improve the track).

What I definitely do NOT think is that Paradise Peaks should have any chance to get in the main game. I really don't like its gameplay and currently the graphics are horrible.


Yep I will post them next week :)

I don't plan gameplay changes on these three tracks (except for some small changes like smoothing the road).

After these tracks I will probably start to improve Nessie's Pond and I haven't planned to improve other Addon tracks than green valley.
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Re: My STK projects

Postby QwertyChouskie » 13 Nov 2020, 18:11

wax {l Wrote}:> There's an issue (I guess it's not intented) at graphics 1 and maybe more; it is possible to see the lava when driving on this part : https://www.youtube.com/watch?v=cGooLBj ... e=youtu.be


It's not clear on graphics level 1 due to the flat shading, but it's actually a bridge with gaps, similar to the one in Cocoa Temple. I expect the "driving over wood" sound effect to be enabled for this bridge in a future revision.
Huge fan of/occasional contributor to STK!
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Re: My STK projects

Postby SvenAndreasBelting » 15 Nov 2020, 20:40

I have tested the track now with some of my friends who don't play STK and they all could finish the track without too big problems it was just a bit harder for them than other tracks.

Only the resetting problems are extremely annoying right now especially if you are crashing more often but when they and some other little things are fixed I think the difficulty will be in a good balance.

FabianF {l Wrote}:Might be a bit late to say that, but I really don't like the first curve directly after the start. Newbies most likely will keep crashing there.

What exactly don't you like? Just the shape of the turn or something else? Maybe it can be improved.
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