I personally would not have a problem with the “locking tracks down” idea as long as I could cheat my way out. :P I guess it’d basicly break down to editing a bunch of text files.
I do not think that playing in succession does make much sense to me if its only purpose is to unlock new tracks.
I see you want to add some sort of challenge into the game.
I have slightly different ideas.
First, there should be the concept of a “challenge”:
A challenge is a certain track/car configuration with a given time you have to beat. Precisely a challenge is made of:
- a track
- a track direction
- a number of laps
- a goal time to finish all laps
- a car
- restrictions
- Minimap allowed?
- checkpoint arrow allowed?
- ABS allowed?
- TBS allowed?
- automatic transmission allowed?
- other car settings
“restriction” here means that a certain feature is not available during a challenge. Those restrictions only apply to a challenge. They shouldn’t apply to a track in general as this would destroy flexibility. The restrictions can be used to make a challenge more, well, challenging.
You could for example disallow the minimap on a foggy map. And even the checkpoint arrow. I suggested the players to turn off the minimap and the checkpoint arrow by themselves for the track “MtFog” to make it more challenging.
Alternatively, instead of a fixed car a certain car from a given set of cars could be selected
An exampe for a beginner challenge may be:
- track: I4-Sunset
- direction: forwards
- laps: 3
- time: 4 min or less
- car: LK4
- minimap allowed
- checkpoint arrow allowed
- ABS allowed
- automatic transmission allowed
So to win this example challenge you gotta drive 3 laps on I4-Sunset in less than 4 minutes.
Please note that challenges are meant to kept seperate from the tracks. They are not meant as “achievement” or stuff like that. The player should explicitly start a challenge. Technically, challenges are just races against the clock. The whole challenge system could peacefully co-exist with access to every single track in the game from the beginning, like it does now. I don’t understand the whole “unlocking” idea—what’s the point of it? You can create challenges without that “unlocking” thing.
The current championships are, to be honest, not good in a gameplay sense. You can choose any car you want and even change it while in the championship. There is always just one lap and it’s always the forwards direction. Especially the short tracks come too short in the championship because they are also just one lap long. You finished them before you really started to drive. This can be very easily fixed by increasing the number of laps. Not including reversed tracks is also a big waste, because these are very well drivable, too. And they “feel” often very different to drive. They just
look the same. Then the timing/scoring system seems to be completely broken. I understand that I somehow get a score which is around 100 and that I need 80 to advance. 100 is possible if I am not a fool but I think it is very easy to get more than 80. This not true for the short tracks but it is very often true for long tracks. You could fall ten times into the deepest abyss and ram everything like a n00b and you still get over 80 points.
An alternative to the current championship model would be to make race series. I do not know how to call them otherwise (does not matter for now). In order to win you have to play some challenges in a sequence and if you have finished, all times get added up and if the sum is below a certain total goal time, you win. In this case you can have any time for the individual challenges (goal time of the indiviual challenges is ignored here); only the sum of the times is important.
Example: You have a series containing the challenges A, B and C. The series’ goal time is 10 min. You could win if you take 3 min for each challenge. Or you could win if you take 6:59 min for A but only 2 min for B and 1 min for C. Even if A had an individual goal time of 3 min, you’d still win the series because only the sum counts in a series. But if you drove challenge A on its own than you need to beat 3 min, no matter what.
Lastly, maybe there could be a bronze-silver-gold system for the challenges and series: There is a long goal time for bronze, a medium goal time for silver and a short and difficult goal time for gold.
There is still a big question in the room: How does one determine good goal times, that is, one that is easy, one that is medium hard, one that is hard.
I have one idea to solve this. Let an experienced driver play the challenge as good as he/she can. That player is not be neccessarily the the track builder. Let’s the time the player takes call the “reference time”. Add 2% to the reference time, you have the gold time. Add 10% to the reference time, you have silver. Add 30% to the reference time, you have the bronze time. There should be some minimum requirements to a reference time: The driver should not have crashed or collided with something. There must be a ghost of this reference time—this almost certainly slows down the car and it is proof that the reference time could be done better.
PS: The GUI as it is now is almost okay to me. The only thing which bothers me that it is probably hard to translate it without some sick abbreviations because there is few space and it barely even suffices for English.
If possible, leave more room for strings in general, think of the other languages.