eltomito {l Wrote}:Andreas, how did you learn to Blender so well?
QwertyChouskie {l Wrote}:Also, moving obstacles, and maybe even track segments that fall out in the second and third laps.
QwertyChouskie {l Wrote}:If I have one piece of advise, it'd be this: Go all out! This is the boss battle track, taking place on a distant planet. Throw things like gravity out the window, and just make the track as crazy as you can imagine. Also, moving obstacles, and maybe even track segments that fall out in the second and third laps. And speed boosts, lots of them
QwertyChouskie {l Wrote}: https://www.youtube.com/watch?v=P8S176RmRJg and https://www.youtube.com/watch?v=9IR9hDg-tbI have a lot of valuable insight into good design principles, and are totally worth a watch.
SvenAndreasBelting {l Wrote}:And one question here, is it possible to play an animation when the player hits an action-trigger? I sadly have no idea how scripting works
tempAnon093 {l Wrote}:I believe it is, I can try and help out a little bit there if you would like.
I haven't dealt with Blender/STK animation before but I have gotten action triggers to run code just fine.
SvenAndreasBelting {l Wrote}:I would like to get some feedback about the gameplay (too hard, too easy, too boring, whatever), because this will be harder to change the more the track advance.
tempAnon093 {l Wrote}:- Broken road section: because it's uphill on a dark road with sun, there is very little visibility of the holes before you cross them so it's a bit unfair for the first few runs. Would it be possible to make the edges of the road glow brighter due to the lava? Maybe even have upwards shining lights under the holes?
tempAnon093 {l Wrote}:^ If you want to keep the gaps as big as they are because of the fun factor, we can expose the difficulty [Novice, Intermediate, Expert, Supertux] to scripting, so that a new piece of road appears only on Novice difficulty so that it's easier to cross the gap.
tempAnon093 {l Wrote}:- Broken road section: because it's uphill on a dark road with sun, there is very little visibility of the holes before you cross them so it's a bit unfair for the first few runs. Would it be possible to make the edges of the road glow brighter due to the lava? Maybe even have upwards shining lights under the holes?
tempAnon093 {l Wrote}:^ If you want to keep the gaps as big as they are because of the fun factor, we can expose the difficulty [Novice, Intermediate, Expert, Supertux] to scripting, so that a new piece of road appears only on Novice difficulty so that it's easier to cross the gap.
0zone0ne {l Wrote}:I also think perhaps the pacing of the track could be sped up a bit, by putting less distance between the different sections. Keep up the good work!
0zone0ne {l Wrote}:Years ago when I was more involved with STK, I planned out a full redo of Fort Magma, but never got far with it. I never intended to publish it in this state but I thought I'd share the design here, in case it gives you inspiration for extra visuals or gameplay mechanics in your own track. The main setpiece was supposed to be a magma pumping station underneath Nolok's castle. Near the end of the track, the player would enter a cavern and drive across a large transparent tube, with magma flowing through it. This was intended to exploit the anti-gravity mechanic that was recently implemented at the time. Hopefully there's something in here that inspires you.
QwertyChouskie {l Wrote}:Sven, is there any chance you could also post the source files (.blends, etc.)? I'd like to experiment with the drivelines some.
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