woompa loompa {l Wrote}:Looking at here the only adversary in the whole game is Nolok. The storyline is not very articulate, it's basically "everybody against Nolok". Would be nice to have more "bad characters" and possibly a deeper story.
tux_peng {l Wrote}:Think about the game STK took inspiration for the story mode from. Diddykong.racing didn't have a very deep story either.
tux_peng {l Wrote}:I agree that some of the tracks do feel kinda empty. There are some old tracks like mystic island that would work great in the new engine & others like.canyon and Rudy's icetrack had potential; but I don't know if the original authors are still around or if the *.blend file is available.
woompa loompa {l Wrote}:@MTres19: the game doesn't need to have a deep plot. Just a series of several bad characters (bosses) to fight one after the other and with varying difficulty, before defeating Nolok and freeing GNU.
0zone0ne {l Wrote}:Having boss challenges would work even better if each of the sections in the overworld (the beach area, desert area, snowy (?) area, etc) were made more separate and distinct, possibly different maps, and each of these sections contained a boss challenge. This is how it works in Crash racing games and I think Diddy Kong Racing (although I've never played it). I suppose for this system to work properly, there would need to be an equal number of tracks per environment (which currently isn't the case), otherwise the boss challenges wouldn't be spaced out evenly.
MTres19 {l Wrote}:The hard part would be bosses. That would probably take real programming, not just scripting and modeling.
The hard part would be bosses. That would probably take real programming, not just scripting and modeling.
Surely boss challenges would be just like normal races, but with only one AI kart.
I don't know if the original authors are still around or if the *.blend file is available.
0zone0ne {l Wrote}:Having boss challenges would work even better if each of the sections in the overworld (the beach area, desert area, snowy (?) area, etc) were made more separate and distinct, possibly different maps, and each of these sections contained a boss challenge.
0zone0ne {l Wrote}:I suppose for this system to work properly, there would need to be an equal number of tracks per environment (which currently isn't the case), otherwise the boss challenges wouldn't be spaced out evenly.
0zone0ne {l Wrote}:MTres19 {l Wrote}:The hard part would be bosses. That would probably take real programming, not just scripting and modeling.
I don't see how. Surely boss challenges would be just like normal races, but with only one AI kart. That one kart would need a more difficult AI than normal karts, but this might not be hard to make either, as the AI (as far as I know) has "artificial stupidity" of sorts that could surely be reduced or removed for bosses.
woompa loompa {l Wrote}:How much of STK is "real programming" and how much of it is "just scripting and modeling"?
woompa loompa {l Wrote}:And in a special, unique track as well!
woompa loompa {l Wrote}:Does this mean that not all .blend files are available? Does this mean that STK uses non-free assets (karts, tracks, 3D models)?
woompa loompa {l Wrote}:Maybe not even different maps, just one big map that gets larger and larger, with inaccessible zones that open up after you beat a boss.
Right. I suppose you'll spend weeks of your own time to make a track that people will only see once, and never use again?
woompa loompa {l Wrote}:I don't know if the original authors are still around or if the *.blend file is available.
Does this mean that not all .blend files are available? Does this mean that STK uses non-free assets (karts, tracks, 3D models)?
we are first and foremost and arcade racing game, and it's pretty difficult and unnecessary to try to tell stories in such kinds of games
because the number of characters and fictional brands available on STK universe is very limited
It's clear that nobody will download a game with 500 MB to run on empty tracks with no attractive, like I said, a lot of tracks with exceptional drivelines, but only two trees and a few stones. That's why people pay more than $100 for some games with beautiful graphics. Meanwhile, until not many years ago (before samuncle started making tracks with the new engine Antartica), many critics were used to say on Youtube "Supertuxkart is a cheap M@rio clone. This game is awful and has poor graphics". I dare some of them say the same, now, looking at the main tracks (those ones with many objects, wonderful lights,etc.) or any track made using the best games as a benchmark.
No one must be obligated to tell a story based on the world real history, but nobody should forbid the authors to tell a story through architecture, objects, costumes and songs. Actually, this already exists in STK. Candela City does this, Paradiso Island also and Cocoa Temple, too. You can realize you are racing in Paris, in Princess Juliana Island and Mexico or somewhere in Central America where Aztecs invented the chocolate. XR 591 is perfectly understandable as a track somewhere out of the Earth while Bovine Banyard is a clear rural area. So, why not to explore all the potential of antartica, hi-resolution textures and strong graphic cards to show a track with stunning graphics including many objects and eventual characters? So, I'm in favor of the freedom for authors of tracks, but with common sense. Some few additional characters and textures in the game will not make it worthless to download. Not all authors will include their own characters and textures. Anyway, there's always the freedom to hide complex tracks with stunning graphics on the addons site while you include empty tracks on the main game . That's why I'm for thematic packages instead a list of obligatory tracks (except for the history mode, for while).
Of course tracks should have themes, and perhaps for many artists a theme starts with a story. I don't think anyone is arguing that. But it's difficult for a racing game as a whole to tell a story. Mario Kart as a whole doesn't tell any story, and people love it. The story does follow a theme, though, which it borrows from Super Mario. SuperTuxKart doesn't have anything to borrow a theme from (As far as I know, that is. Could a theme be borrowed from SuperTux?) so there's Story Mode to give some sort of explanation for the characters.
How much of STK is "real programming" and how much of it is "just scripting and modeling"?
Does this mean that not all .blend files are available? Does this mean that STK uses non-free assets (karts, tracks, 3D models)?
About special tracks with boss. I don't think it would be possible considering the amount of time needed. However a normal track with special features (like fireworks, flags of the competition, etc) could be easily done for a final boss fight and or a grand prix.
samuncle {l Wrote}:I think you don't understand. You think story as the story written in a book. You can tell a story with different elements. For instance in the track Gran Paradiso I read FAA documentation about how a runway is done in real life. I took references in airports and how they look. I even asked questions to a pilot for more information. Now of course it's not required to know this when you are racing nor it's required if you want to create an airport but it will create in your mind a sense of reality and you will be immersed in the game's universe, without realizing it.
MTres19 {l Wrote}:Sorry, let me clarify. I used the same word to mean two different things
My understanding is that tracks have [i]themes. A theme is what you get from research like you were saying, and in a way, it's a story. But a story has a plot. A story is what Story Mode is. The story in Story Mode also creates a universe (i.e. the Mascot Kingdom, Nolok = bad, the fictional companies like Nolok Industries, etc.), and that universe should be integrated into all tracks that are to be part of the main game[/i].
samuncle {l Wrote}:I agree with you, and that's the direction all newer tracks are headed. I must add something, all tracks in the game are set in fictional location that's a requirement we developers requires. Because we simply don't want to include real places in the game (for various reasons). But people are free to do their own track just like you did based in a real country. We might require to change it however if we want to include this in game.
GeekPenguinBR {l Wrote}:Seems like everybody agrees that every track must have it's own theme and, maybe, it's own micro universe, which may includes brands and characters. In other hand, most disagree about races with bosses. So, it's clear that the whole discussion has been about semantics.
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