Sentmoraap {l Wrote}: I think you should have 100% of the speed bonus only if you hold down the button 100% of time.
Sentmoraap {l Wrote}:Currently, when you use the nitrous, the top speed is increased temporarily in a way that you can just use a bit of nitro every time the timer expires to have the maximum speed. I think you should have 100% of the speed bonus only if you hold down the button 100% of time.
I think it could be better this way:
B is the top speed bonus, B=0 when there isn't nitro boost, and B=1 when the top speed is the maximum reachable with nitrous
X, Y ∈[0,1]
B(t)=(1-X)+X*B(t-1) if the player is using nitrous,
B(t)=Y*B(t-1) if the player is not using nitrous
If X>Y, the best strategy is to use all your nitro at once. You will get more boost per nitro by holding the button all the time.
If X=Y, the nitro consumption equals the max speed increase, so you can use it like you want. It may even handle analog input, where a P% value is like holding the button P% of time.
If X<Y, the best strategy is to use as little nitro as possible, just enough to have an empty tank at the end of the race. Using all nitro at once is less efficient. I think is not fun to play this way.
I used discrete mathematics to make it easier to understand, but it should use a continuous function.
Sentmoraap {l Wrote}:For the inputs, currently it's not possible to bind a AND/OR combination of keys to an action. The game could have MAME-like bindings.
Sentmoraap {l Wrote}:For the multiplayer modes:
- bomb mode (based on GTI Club's bomb tag) : one player has a time bomb, it can pass it to another player. When it explodes, the player looses a certain amount of life. It can regain life by being near the player with the bomb. Or the players can simply be eliminated until there is only one player left.
- pac-man mode : one player is pac-man, the others players are ghosts. To be pac-man you have to touch pac-man. When you are pac-man, you can eat all the dots scattered around the arena
- deathmath
- highly configurable mode : you can combine all those modes (+ three strikes battle)
You can choose:
- the number of lives
- the score needed to win
- the lives and points lost when you are being hit, and when the bomb explodes
- the lives and points you win when you hit someone, when you eat dots
- the number of bombs and pac-mans
...
What are your opinions about those things ?
Sentmoraap {l Wrote}:- deathmath
enum
{
NUMBER_OF_BUTTONS = 32,
AXIS_X = 0, // e.g. analog stick 1 left to right
AXIS_Y, // e.g. analog stick 1 top to bottom
AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right
AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
AXIS_U,
AXIS_V,
NUMBER_OF_AXES=32
};
E-Dragon {l Wrote}:three strikes is enough for me
tavariz91 {l Wrote}:I think the highly configurable mode is not a very good idea, because the game is supposed to be played by children, and 3-strikes mode is balanced.
tavariz91 {l Wrote}:5 units nitro used in one shot make suddenly a "huge" boost distorting the kart and giving 2 or 3 units more of boost with a sonic bang, stunning the other players in the near field
Auria {l Wrote}:we may need to spend some time testing it to see how it feels
Auria {l Wrote}:EDIT: I just tried the patch and I am a bit unsure, it feels a little unnatural. maybe if it was a bit less strong?
rubberduck {l Wrote}:One other thing: in 3-strikes-mod you should be able to change the lives (3 - 10 lives would be good)
one idea is, that every player could have it own life-count, ( this would be good, if a beginner plays against a non-beginner)
Sentmoraap {l Wrote}:There is something else I would like to add is rumble and force feedback support. Irrlicht dosen't support force feedback, so it needs to use another library (OIS ?).
It can be done this way :
- add a ForceFeedback class in karts/controller
- this class is used by the Kart class to control force feedback effects
- a controller have an instance of ForceFeedback
- a ForceFeedback instance knows the Controller it belongs to, so it can get the player's InputDevice (it does nothing if getPlayer returns null)
- the InputDevice has extra methods to output force feedback
rubberduck {l Wrote}:you also have other things, where you can choose the count:
number of karts, number of rounds
is that possible to do this like that?
m_haptic = SDL_HapticOpen(irrIndex);
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