Work in progress tracks (in the case someone has interest)

Work in progress tracks (in the case someone has interest)

Postby GeekPenguinBR » 27 Apr 2019, 06:08

As has been known to people who have been attending this forum for more than three years, I have many tracks for the game and I have already put here, not only the concept but also textured renderings of 3D modeling already done. However, due to a lack of clarity about the goals of the developers, I simply paused all the projects because, as you can see, my tracks (mine and my brother's) are too complex graphically and I don't like the idea to waste my time taking years of work for nothing.

1750
https://forum.freegamedev.net/viewtopic ... hilit=1750

Viking Ring Fortress
https://forum.freegamedev.net/viewtopic ... ing#p66634

Port
Although the main part of the lane is in a harbor, there is a large road Trech that resembles very much "Tux Tollway".
Port 01 - Copia.jpg

Port 02 - Copia.jpg


Circus
https://forum.freegamedev.net/viewtopic ... cus#p64708

Volcanic Paradise (bad provisory name)
A track in a resort placed in a Polynesia-like group of islands.
https://forum.freegamedev.net/viewtopic ... ing#p66669

Mining
Assumed as not interesting due to the presence of many big machines.
https://forum.freegamedev.net/viewtopic ... ing#p66631




Tulip Fields
A track placed in a fictional Netherlands, passing through a big city like Amsterdam, a dyke, a field with thousand tulips and a dairy factory. The track's sequence is:

1. City entrance ----> 2. Old City: Cheese market, old square and bridge ----> 3. City: Tiny colorful houses, Main street with tram (the tram may hit the karts) ----> 5. City exit ----> 6. Dyke ----> 7. Tulips field and mills ----> 8. Farm and Dairy Factory

Dairy factory 01 - Copia.jpg

Dairy factory 02 - Copia.png

Dairy factory 03 - Copia.jpg


References

City entrance (Start Line)
https://images.app.goo.gl/DxmNDhG9MWKGhDKv7
https://images.app.goo.gl/dCvJeFWowpevh5Tq9


Old City
https://images.app.goo.gl/Uhk2DNCfNsCMLSsx5 (Cheese market)
https://images.app.goo.gl/6CVUXpMhtB5MZEPv5 (Cheese market)
https://images.app.goo.gl/2rFoHdyAWCZsBoyFA (Cheese market)
https://images.app.goo.gl/MQGvUjC3wKSrGfe4A (Cheese market)
https://images.app.goo.gl/MWrRzk58qhf17RkE7 (Cheese market)

City
https://www.google.com.br/search?q=amst ... =944&dpr=1
https://www.google.com.br/search?biw=19 ... 8TyHoQW28w
https://images.app.goo.gl/c8TUKYKUFWemhKJ18

Dike
https://images.app.goo.gl/m4ExG8fyVtxeWdpE6
https://images.app.goo.gl/NaWMuc6GBYhdS3Qk8
https://images.app.goo.gl/9RboCg4R1szSEStTA

Tulip fields
https://images.app.goo.gl/RmTetrTMJGACZe1x8
https://images.app.goo.gl/tNHgDSjdWZ7Kw8Wa9

Farm & Dairy factory
https://www.youtube.com/watch?v=UJQf3uvsINs (Castrolanda, Brazil)
https://www.youtube.com/watch?v=7pTy_DTRW2w (Batavo - Carambeí and region, Brazil)


Continues --->
Last edited by GeekPenguinBR on 17 Sep 2019, 06:00, edited 9 times in total.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 27 Apr 2019, 06:11

2. Desert (a track placed in a region that looks like North Africa and Emirates)


Shifting Sands / Egypt Track
GeekPenguinBR {l Wrote}:Since 2014 my brother has already the idea for an epic Middle Eastern track keeping the Pyramids, but crossing the dunes of the desert, passing by an oil field and a refinery and finishing by entering a country which has very old and very modern places in its capital. The track, which will be named "1001 Nights", is like a trip from the North Africa and Saara to Emirates. We have the complete plan. We are working on it and believe me: we did the complete research and the track will look stunning after finished. It was not inspired by the new Alladin movie and it traillers, but it has it all, including Ali Baba's cave and the old market with carpets and lamp shop.


1001 Nights 01 - Copia.jpg

1001 Nights 02 - Copia.jpg


As I said, the idea is to make a track that runs through the sandy desert with dunes and pyramids, hard-bottomed desert with stones and a cave, highway in the desert passing by an oil refinery, a yacht club that has an exit to the entrance bridge on the portal of the large hotel / mall. The exit of the hotel is a square that leads to the old part of town, where there are shops with spices, clothes and crafts (trays, amphoras, mats, jugs and lamps). The old town has an old portal with an exit to the hard ground desert where the driver sees a very old twon which looks like Ait-Ben-Haddou, Morocco.

The modern city is the capital of an emirate/sultanate founded by Sultan Nolek Nolokaed (Nolok's ancestral, of course) whose image is pictured in a giant mosaic painted in one of the sides of a building before the old town's area. The country is a former dictatorship. Now, it's a democracy ruled by a prime minister. So, you can see things remaining from dictatorial governments, like the big swords.

Actually, it all fits in less than 1:50 minute. Even if there is a lot of elements and many different sectors, the concept is very simple:

The track environment has the following sectors:

1. Hotel and modern city: starts with the big hotel and extends to the beginning of the old part. The large hotel has an access street with a central gold fountain and side pools with palm trees. After the giant Arab portal, the kart enters the covered street (with glass)
where are the luxury shops.

2. Old part of the city: Muslim-style buildings, souvenir shops and rustic exit from the city.

3. Hard-bottomed desert: outskirts of the old city, ancinet city (that looks a bit like Ait-Ben-Haddou), a small hill with the Alibaba's cave and sight of the great white palace of the sultan (karts only see from afar).

4. Sand desert: it is the part that looks like the lane shifting sands. It has oasis dunes and a view of the pyramids.

5. Oil field: it has the towers, the oil wells and the refinery.

6. Republic's Road: wide road with a monument of giant swords.

7. Marina of the millionaires: marina with yachts and bridge to the big hotel.

About 20 seconds for each part. I will post a map to illustrate my idea.
Last edited by GeekPenguinBR on 27 Apr 2019, 06:34, edited 3 times in total.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 27 Apr 2019, 06:26

You may have an idea about what I have on my mind:

Reference for the hotel/mall
https://images.app.goo.gl/L232JNgR6vgMneyJ7
https://images.app.goo.gl/Tkmcipk5vntTaaAN7
https://images.app.goo.gl/B7DMGCHuhtVyNmdRA
https://images.app.goo.gl/9qoYY4Y7hE53AoNt5
https://images.app.goo.gl/tt3qJ4jvPjycB2J26
https://images.app.goo.gl/PTBhE7vHdMQ96rKU9
https://images.app.goo.gl/UKQCW46eTwn88uv69
https://images.app.goo.gl/i2n7vkfvMo5rZZmw7
https://images.app.goo.gl/i5Bminf6K9ENPu4UA

References for the mall/main street (with glass ceil):
https://images.app.goo.gl/eHhHFoZcgjN3kE4d7
https://images.app.goo.gl/u8HiE8wW5AuE4Aut9
https://images.app.goo.gl/bEEVpDTYytsNUwZg6
https://images.app.goo.gl/puwH4RumSH5XLzar7
https://images.app.goo.gl/wS6D2AvpzsZtgoS28
https://images.app.goo.gl/U2JMFQTCFH98JGmS7
https://images.app.goo.gl/7A5uQaCcbdihfUcL9
https://images.app.goo.gl/sXprSTrz7J7ugpJe7
https://images.app.goo.gl/i5HmkmvfNkheJyKc6
https://images.app.goo.gl/vaLG15YdJvTVozw38

Bridge to the Big Hotel entrance:
https://images.app.goo.gl/yfuUAZ4tzeLJ6JXK8
https://images.app.goo.gl/jQ5Saw1QxtzFemCp7
https://images.app.goo.gl/FoSCXnuUKa4TzUyS8


Old town area:
https://images.app.goo.gl/pW5989G6PTtBFNrb8
https://images.app.goo.gl/Nd5WsFCbE7fiZo6d8
https://images.app.goo.gl/XyTr3RVN8YTX18hRA
https://images.app.goo.gl/bWFWFrsnbyDHAiPb9
https://images.app.goo.gl/4n7NjnrJEmUBNgRg9
https://images.app.goo.gl/PpuV6V9VKWEYajX28
https://images.app.goo.gl/iAHjwWnok8RqxsEC7
https://images.app.goo.gl/D8VMaF3M7B7YCgi29


References for the old town's shops of souvenirs:
https://www.google.com.br/search?biw=19 ... s6PAKw366o


Ait-Ben-Haddou , reference for the ancient town
https://images.app.goo.gl/vfnufCPmuA41Rk1G9
https://images.app.goo.gl/aYLYGzoDYQ2idJCbA
https://images.app.goo.gl/CRRSx4N9xVt392wu6

Modern city (The karts don't pass close. They just see it at a distance)
https://images.app.goo.gl/vzC4LcJTyLhR86Db7
https://images.app.goo.gl/DeyY82RR8iF4RUuz5
https://images.app.goo.gl/GjtXMSVeXk4WrGYw9

References for the Modern Buildings in the horizon:
https://images.app.goo.gl/vNpeC88aJLpqRzKcA
https://images.app.goo.gl/FZybwR68joQVeBXB6
https://images.app.goo.gl/GjtXMSVeXk4WrGYw9
https://images.app.goo.gl/QY5Pww5AKCjjgxXL7

Reference for the Sailboat building:
https://images.app.goo.gl/fNYqhebuzDF18Few7
https://images.app.goo.gl/2i6wLUjNRGNeJGXE9


View of the Pyramids:
https://images.app.goo.gl/dbGKKNQMAexrdrmM9
https://images.app.goo.gl/tUsVPRe56qwogTSZ8
https://images.app.goo.gl/ofM9rfcGqmKiQXv66
https://images.app.goo.gl/QnanJbRG7RJDSiSx8

Republica's road and the swords:
https://images.app.goo.gl/8WAGQNgEZtHE59hy8
https://images.app.goo.gl/nefUackFCX46iCDx6

Oil field and refinery:
https://images.app.goo.gl/HEVo82HESSSz7bJh7
https://images.app.goo.gl/QNKMHEYwnqSidEes7
https://images.app.goo.gl/CgLLkJEn8Cx13Y6k6
https://images.app.goo.gl/pchBCYrVP8WNwUUM7
https://images.app.goo.gl/xhS4YysdrDwSAVZQA
https://images.app.goo.gl/QURbMpEnNZ2cJbPK9


Optionals

Sultan's White Palace
https://images.app.goo.gl/mY9mhzNiGjC6UyXT9
https://images.app.goo.gl/AJxJVDKkZNYg761L6
https://images.app.goo.gl/yJf9vhe1RzP88z9z8
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 27 Apr 2019, 06:37

COSMODROME
Well, this was my second project for STK. This is a very complex track, with a lot of objects. Some of them, difficult to model, which were made by my brother. The track idea was introduced in 2014, but it was not a very exciting topic:
https://forum.freegamedev.net/viewtopic ... space+port

The idea was to be a satirical (but not a mockery) version of the Soviet era adapted to the STK universe, but, due to the crescent russophobia, I decided to cancel the project, since some not smart people could see this as "communist propaganda". Anyway, you can see the renderings here:

Cosmodrome 01 - Copia.jpg

Cosmodrome 02 - Copia.jpg

Cosmodrome 03 - Copia.jpg
Last edited by GeekPenguinBR on 27 Apr 2019, 07:25, edited 3 times in total.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 27 Apr 2019, 07:15

CONCEPTS

1. Baloons Festival
A track that passes by a winery in a valley that looks like the landscape of Tuscany. From the top of the mountain, you can see the valley where the balloon festival is being held.
https://www.youtube.com/watch?v=8BlD0bHccxo
https://www.youtube.com/watch?v=EUXMD2cneCI

The karts pass through a local winery like these:
https://www.youtube.com/watch?v=pU3kfA9IDNI
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Re: Work in progress tracks (in the case someone has interes

Postby Mr.XX99 » 27 Apr 2019, 16:12

Hi GeekPenguinBR,
I like all of you projects, you really prove that you and your brother are great modeller and designers :) The one I find best is the 1750 and I it seems like it is the one that is the most advanced (with advanced I mean nearest to finished), so I would vote for that :)

But could you pleeease fix the checklines on Las Dunas Stadium? I really like that track but (I think because it only has one checkline) the lap now starts on lap two and you can cheat by going back and forth on the lapline. And maybe you could reduce the zipper speed on the yellow ramp. I always land outside of the track even on expert difficulty and starting to drift already on the ramp. That would be really great :)
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Re: Work in progress tracks (in the case someone has interes

Postby QwertyChouskie » 27 Apr 2019, 19:13

Agreed, I really would love to see Las Dunas Arena fixed for the new version. If you upload the blend I can take a poke at it, I've gotten pretty familiar with Blender and have made bugfixes and tweaks to many of the core tracks. At minimum I can get the checklines working correctly, but I think I may be able to get that jump working better too. As I remember from previous threads, that jump was the only thing preventing the track from going in the main game, and I'd love to fix it so it could go into the main game!
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Re: Work in progress tracks (in the case someone has interes

Postby Alayan » 27 Apr 2019, 20:59

QwertyChouskie {l Wrote}:Agreed, I really would love to see Las Dunas Arena fixed for the new version. If you upload the blend I can take a poke at it, I've gotten pretty familiar with Blender and have made bugfixes and tweaks to many of the core tracks. At minimum I can get the checklines working correctly, but I think I may be able to get that jump working better too. As I remember from previous threads, that jump was the only thing preventing the track from going in the main game, and I'd love to fix it so it could go into the main game!


It would be good to fix the lapline and the jump so it becomes a better addon, but it doesn't have the quality to be included in the main game. No amount of detailed scenery can make up for the gameplay limitations.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 28 Apr 2019, 01:35

Mr.XX99 {l Wrote}:Hi GeekPenguinBR,
I like all of you projects, you really prove that you and your brother are great modeller and designers :) The one I find best is the 1750


Hi, Mr.XX99.

Thank you very much for your consideration for our work! We always try to do the best when it comes to contributing to this game. We like 1750 most, too.

Mr.XX99 {l Wrote}:But could you pleeease fix the checklines on Las Dunas Stadium? I really like that track (...) That would be really great :)


QwertyChouskie {l Wrote}:Agreed, I really would love to see Las Dunas Arena fixed for the new version. If you upload the blend I can take a poke at it


Thanks, Mr.XX99, QwertyChouskie.

Well, Las Dunas was an attempt to create a track for experienced and skilled drivers to play on hard level. I thought most would like the idea, but I was wrong. The driveline was intended to be a surprise. That's why I haven't released it before all the rest have been done. As I said some time ago, I may upload the blend file, but I will not modify it now, because it took a lot of hours at the time of the releasing. I would like to redo the track in the original style, with the look of a motocross/monster truck track over the sand and mud, but I have other priorities for a while.

Alayan {l Wrote}:It would be good to fix the lapline and the jump so it becomes a better addon, but it doesn't have the quality to be included in the main game. No amount of detailed scenery can make up for the gameplay limitations.


The supposed "bad" design, was intended as explained above. I could do a "better" and easier driveline that could be much more interesting for you, and this would be easier to do, but it was a matter of taste. I decided in favor of that "weird" shape. I was not limited to that shape.

Upon entering the main game or not doesn't matter to me. The best feedback is the satisfaction of most STK players. I prefer to expend months doing something unofficial for STK and see a thousand gamers downloading my work from my personal site instead of seeing an unsatisfactory track being accepted in the main game or uploaded to the add-ons, which seems to me as the repository of rejected tracks, and, rejected = unsatisfactory = probably bad = probably made by someone unable to do what he/she tried to do.

I like a lot of tracks available on the add-ons and, IMO, some of them could replace some tracks of the main game. So, to be on add-ons, doesn't mean that a track is inferior, but just a matter of taste in some cases , of course. But this is just my opinion.
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Re: Work in progress tracks (in the case someone has interes

Postby tempAnon093 » 28 Apr 2019, 03:49

Here are few of my opinions on Las Lunas Stadium race (since it is being talked about here). I would like to emphasize that these are personal, subjective opinions.

- The atmosphere and scenery are very nice. There are some great touches of detail throughout the map. I like seeing Wilber on the cameras!
- I appreciate the lack of checklines adding a sense of mystery to the rankings although it is annoying to lose half a lap if you go off a jump at the wrong angle. Also, I was able to complete a 5 lap race in 11 seconds by pressing the reset key ;)
- The start line appears to count two laps instead of one at the start of a race, which I guess is a side effect of having no checklines. Also, reseting the kart earns an extra lap. If you really want to keep the lack of checklines, maybe add one just before the two paths meet up again to prevent accidental cheating.
- Until I realized that it is possible to brake on the jumps, the right path was extremely annoying. I realize how silly it may sound to not think of braking, but it's so rarely required in karting games and especially on booster jumps that it's just not something I thought about before. It is nice to have the challenge, but maybe that last booster jump or two could be a bit weaker so that if someone is not even accelerating up the jump they won't go so far they hit the wall. It would still be faster for the kart to brake on the jump, but in case they brake at the wrong time or just stop accelerating, they will go a bit too far but won't spend an extra 3 seconds getting off the grass and back onto the track?
- Would it be possible to have a collection of multiple crowd sound effects to play on the jumps? It's a nice feature and adding a bit more variety may make it more interesting.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 28 Apr 2019, 04:28

tempAnon093 {l Wrote}:- The atmosphere and scenery are very nice. There are some great touches of detail throughout the map. I like seeing Wilber on the cameras!

Good. Thanks a lot.
I tried to make a track as beautiful as it could be for a track in a modern stadium.

tempAnon093 {l Wrote}:- I appreciate the lack of checklines adding a sense of mystery to the rankings although it is annoying to lose half a lap if you go off a jump at the wrong angle. Also, I was able to complete a 5 lap race in 11 seconds by pressing the reset key ;)


The checkline's problem is known, but it's my fault, due to the design of the shape. Not only the shape itself complicated the task, but the existence of two ways in "Y" near the start line.

tempAnon093 {l Wrote}:It would still be faster for the kart to brake on the jump, but in case they brake at the wrong time or just stop accelerating, they will go a bit too far but won't spend an extra 3 seconds getting off the grass and back onto the track?
- Would it be possible to have a collection of multiple crowd sound effects to play on the jumps? It's a nice feature and adding a bit more variety may make it more interesting.


Well, I use the break all time, so this may be the reason of all disagreement since I supposed that everyone did this too. :) I must confess that the ideas of ramps seemed good to me, but it was not. I wouldn't repeat any like that today. It was a problem for us and remain an issue for the drivers. I should keep the original project without ramps. Maybe the track would be a lot better.
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Re: Work in progress tracks (in the case someone has interes

Postby tempAnon093 » 28 Apr 2019, 05:41

GeekPenguinBR {l Wrote}: [...] but the existence of two ways in "Y" near the start line.

I haven't tried it, but I think is possible to have two independent sets of checklines.
eg.
{l Code}: {l Select All Code}
                           check 2A --> check3A         
start-line --> check 1 --↕                      ↕--> lap
                           check 2B --> check3B         


GeekPenguinBR {l Wrote}:I should keep the original project without ramps. Maybe the track would be a lot better.

I think the ramps are fun! Maybe make the zippers less powerful or only remove the last ramp on the right path.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 28 Apr 2019, 16:29

tempAnon093 {l Wrote}:I think the ramps are fun! Maybe make the zippers less powerful or only remove the last ramp on the right path.


Well, after all the feedback I'm considering to work on an update. For an update, I mean the modification of the track's driveline redesigning its shape, but using some (not) all elements and removing some others. For instance, the jump through the fire under the giant tire may be kept, but replacing that ramp for another one.

Please note that, updating "Las Dunas Stadium" is not a promise, but just a hypothesis.
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Re: Work in progress tracks (in the case someone has interes

Postby sommejul » 15 Sep 2019, 16:32

can you give a link with the blends?
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 16 Sep 2019, 04:40

sommejul {l Wrote}:can you give a link with the blends?

I have been working on many tracks at the same time since 2014 with the goal to take a long time to finish all with a short interval in between. Then, I released "Las Dunas Stadium" at the same time I had these ones listed above (Viking Fortress, Circus, Polynesian Resort/Volcano, etc.). Some tracks were paused due to lack of interest by the part of the community. Meanwhile, I tried to improve my knowledge and skills on Blender (I learned 3D and had have made the tracks on Maya Demo and LT). Then I decided to use my free time focusing in 3 main tracks that are those that seem most interesting according to the comments: "Viking Fortress", "1750" and "1001 Nights".

Unfortunately, this year has been a lot complicated and the things have been not fluid as expected. That's why I didn't complete for testing at least one of these three like desired and promised. So, I have WIP tracks, some in Blender, but I'm remaking some textures and other things (like scenery, decoration and the shape of the path), in order to find the most appropriated before asking for your feedback. So, that's why I still have NOT a decent file to release.
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Re: Work in progress tracks (in the case someone has interes

Postby eltomito » 17 Sep 2019, 23:04

GeekPenguinRB! Two things:
1) Your tracks look good but there's too many of them! Pick one and finish it, so that we can actually play it!
2) Your tracks are flat which I find fucking boring. Try to give them some third dimension! But most of all, do 1) !!!!!!!!!
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 18 Sep 2019, 02:52

eltomito {l Wrote}:GeekPenguinRB! Two things:
1) Your tracks look good but there's too many of them! Pick one and finish it, so that we can actually play it!
2) Your tracks are flat which I find fucking boring. Try to give them some third dimension! But most of all, do 1) !!!!!!!!!


As commented above, I picked 3 to work on and this number is perfectly manageable since I like to work on another project every time I get bored. And, NO, my tracks are not flat. Even Las Dunas has a bridge, ups and downs. Except for "Port" (that has a bridge) and Circus (for obvious reasons), all the rest (Minning, Viking Fortress, 1750, 100 Nights, have hills, climbs and slopes, but you couldn't know this since I still didn't release one of them.

Be sure they are far better than Las Dunas Stadium.
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Re: Work in progress tracks (in the case someone has interes

Postby eltomito » 18 Sep 2019, 09:25

I'm looking forward to playing some of these!
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 18 Sep 2019, 12:01

eltomito {l Wrote}:I'm looking forward to playing some of these!

Stay tuned!
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Re: Work in progress tracks (in the case someone has interes

Postby Worldblender » 26 Jul 2020, 00:39

I still have not heard about the status of any of the tracks here. I can't test them nor finish them without at least the Blender source files. I think I could put my track making skills to good use here if someone can get me the Blender source files for any of the tracks described here.
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 26 Jul 2020, 16:51

Worldblender {l Wrote}:I still have not heard about the status of any of the tracks here. I can't test them nor finish them without at least the Blender source files.

Hi!
Well, it's because I didn't upload them. ;)

The history is more complex than it seems. Beyond the existence of necessary amount of free time to work on contributions, I need a certain level of interest and some positive feedback to be sure that I will not lose my time working on a track that nobody cares. This is what we do in business. This is marketing, but when I posted this same argument 5 years ago, some people find themselves in the right to disagree. Anyway, you can read the few comments posted at the time (2015) to see the lack of interest by the part of the rest of the community. Then, I gave the tracks one more chance and I put this topic in 2019. I got some positive feedback as you can see. However, 2019 and 2020 have been a bit complicated years for me. So, unfortunately, I didn't upgrade/finish the tracks as planned.

Worldblender {l Wrote}:I think I could put my track making skills to good use here if someone can get me the Blender source files for any of the tracks described here.

This would be very useful and good.

Actually, I would like to get some partnerships in order to finish some tracks and arenas. I have almost all objects (at least the essential ones, 85% of the main objects) with the corresponding texture or map, but some of them not textured yet. Beyond applying textures and maps, I would like to get some help in the terrain and the track itself. In other words, I would like if someone with skills on blender could put the textures/maps on the objects that lack them and make the path (the way where the karts pass by) with the proper texture from the official library. This would save me a lot of time, allowing me to work on the other tracks I consider my priorities.

In resume: I will accept and will be very glad if you or another person who wishes to do a partnership with us (me and my brother). The partner will receive the blend. Files with the corresponding maps or special textures* created by us and will:
a) Apply special textures*/maps;
b) Make the terrain with reliefs where necessary;
c) Make the path and apply the appropriated texture from the game library.

(*)For special textures I mean those that are not part of the game's library, but those one made by me especially for the corresponding objects.

The partner will receive the credits as co-author of the track or arena.

I would like if one of these partners have a lot of experience in arenas. I must confess that] I rarely play on arenas. So, I'm not the best guy to make a good arena, since I don't what the arenas players expect to find in each one.

The tracks where I would like some partnership are:

1.Viking Ring Fortress;
2.Tulip Field or "Milk Factory" (provisory names), located in a plaace that is a obvious representation of the Netherlands;
3. Volcanic Paradise (provisory name);
4.Port/Tollway, a mixture of a port and "Tux Tollway";
5.Baloon Festival;
6.Circus, and
6.Mining.

"Cosmodrome" is much more complex, so, demands more work from the persons who accept to finish it. The tracks "1750" located in a Brazil-like and "1001 Nights", placed in somewhere like Middle East/North Africa as well "Ghost Town", a old west touristic site, are the main projects of us, I and my brother (tuxkartdriver) and we prefer to make everything.

"Tulip Field", "Baloon Festival", "Volcanic Paradise", "Viking Fortress" and "Circus" are, by far, much more beautiful scenarios. If they become finished like I planned and I imagine them in my mind, "Tulip Field", "Baloons Festival", "Volcanic Pradise" and "Viking Fortress" will be stuning and will be among the most beautiful tracks of STK, for sure.

Obs.
1."Circus", "Port" (Tollway) and "Tulip Field" (Netherlands) must be flat tracks since they are located in flat terrain for obvious reason.
2.Circus and Viking Fortress may be turned into arenas.

I would be grateful if you and/or any other contributor with knowledge and skills on blender can accept the partnership to receive the files (3D, special textures, and maps) and the briefing in order to finish the chosen tracks while I work on the priority ones. Maybe I should create a new topic named "Looking for Partnership" or something like this with the list, description and necessary information, Then the contributor may chose onde or two to work on it and I will send the files and instructions by e-mail. :think:
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Re: Work in progress tracks (in the case someone has interes

Postby Worldblender » 27 Jul 2020, 07:10

GeekPenguinBR {l Wrote}:I would be grateful if you and/or any other contributor with knowledge and skills on blender can accept the partnership to receive the files (3D, special textures, and maps) and the briefing in order to finish the chosen tracks while I work on the priority ones. Maybe I should create a new topic named "Looking for Partnership" or something like this with the list, description and necessary information, Then the contributor may chose one or two to work on it and I will send the files and instructions by e-mail. :think:


Well, I'm really interested in finishing up some more of your tracks, and I'm ready (although it may not be until several more days until I actually work on any tracks you send me, but I can look at what's already done). This could be a good way to hone my Blender skills even more, while getting more of your content out for other people to play with.

To get started, you can message me via my profile, which will redirect to my personal email address. Once you're ready for me to publish any tracks that I complete, I will want to upload the source files to the addons website too, so that other people can more easily modify the published tracks. They also may appear in my repository at https://gitlab.com/Worldblender/stk-contrib-addons as an alternative location, either while working on your tracks or after I finish them.

During testing of your tracks, I will be using my own collection of (at the time of writing) 74 karts based on fighters from Super Smash Bros. Ultimate (excluding Mii Fighters and Fighters Pass characters; a future update will include them), whenever I need to test multiple AI karts. They are described at https://forum.freegamedev.net/viewtopic.php?f=18&t=11372 and can be downloaded at https://gitlab.com/Worldblender/ssbu-karts-for-stk.

That's all I have for now. I await for you to send me your Blender files so I can get started. ;)
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 27 Jul 2020, 21:10

Worldblender {l Wrote}:Well, I'm really interested in finishing up some more of your tracks, and I'm ready (although it may not be until several more days until I actually work on any tracks you send me, but I can look at what's already done). This could be a good way to hone my Blender skills even more, while getting more of your content out for other people to play with.

To get started, you can message me via my profile, which will redirect to my personal email address.


Hi again, Worldblender!
It's nice to know. I'm glad you want a partnership with us. I will contact you by mail. ;)
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Re: Work in progress tracks (in the case someone has interes

Postby XGhost » 07 Oct 2020, 17:50

Posted originally in My thoughts on the main STK tracks
Moved here in order to not derail the thread there. ;)

GeekPenguinBR {l Wrote}:Only "Viking Rung Fortress", "1750" and "1001 Nights" got some positive feedback, while the rest were basically ignored in the comments. Why should I waste my time working days, weeks, or months to finish them?

As said plenty of times before. If you would've uploaded rough playable prototype of those concepts, I strongly believe you would've gotten more feedback, discussions and appreciation on your work. Yes, why should you bother doing sh*t-ton of work if nobody's interested. On the other hand, why should the community engage with just a concept or idea? Of course, there will be people interested, me included, but all we actually can do is drop a comment saying "nice work, keep it up". Nobody's able to see inside your head and all of the creative stuff there lingers.

GeekPenguinBR {l Wrote}:More than 150 objects and a lot of new textures and maps done for long months in the free time by a guy (me, myself) that frequently suffers from headache after hours in line working on the computer and by his brother, who was under the stress of academic life and monthly exams. Not to mention all the rest of the difficulties and stress for other reasons.

One way to miss a point. Look, that's crazy. It's awesome you actually have the grid to put that much time into an open-source project. This is work you do for free. But on the other hand, this isn't really our problem is it? Even with that amount of time spent on a project, the critique was quite clear. The tracks layout was fundamentally flawed. So yes, you went a different way, experimented a lot, and that's totally fine, even great. Just don't complain about missing interest or critique only because you spent so many hours and are so attached to your work. If that's not what you do, why bringing it up?
Personally, that is what stroke me the most (for Las Dunas): I played a track and couldn't get through the first jump, but the track was already polished like it went already through production. That was a pity, a mistake that would've been so easy to avoid before spending any work on it.

GeekPenguinBR {l Wrote}:I can upload a track as simple as you described, but (attention here) this is one of my three tracks with flat terrain, and couldn't be different: there are a few ups and downs, but the terrain is flat, since it recreates the Netherlands, not Switzerland or Brazil. Flat driveline, almost no objects, and all objects without texture will give a very, very bad impression to every none who tests, no matter how fun the track may be to drive on it. In other words, this (and only this) is a track where the good impression depends on the proper scenario. Anyway, I can upload a track with empty scenery, but the feedback will be lower rated than the project deserves.

We still don't speak the same language here. What I'm trying to say is just that your first iteration should always lie on the core mechanic of the game: which by all means, is not the scenery or feeling of the track, but its layout. The purpose of driving your rough layout is not that I fully understand your track, but that it drives nicely and/or is interesting. I fully believe you that this track now will be easier, that it won't be hard to drive and is manageable by the generic STK player. But is it maybe interesting (again not scenery, but gameplay), balanced, has a good set of challenges etc. Are there alternative roads? How would they compare to the main road? Where would you consider shortcuts? Have you special sections that integrate specially into the scenery (don't fully model them, just block it out)? Where would you place items and why? Are there special obstacles like water, lava, moving objects etc...? How should they improve the track? So many unanswered questions...
Having just a simple track is nice, but adding look and feel through scenery and story will only do so much. If in the end there is a boring straight path and some simple curves with no pacing, how should I enjoy the track then? Pressing the forward arrow for 5 seconds while being astonished by the surroundings? And what do you plan to do if you'll get feedback like: "this part feels too long and is generally not so interesting, could you add some ramps or curves there?" Would you still be able to do that?
So all in all: I think the best approach would be, releasing a mockup-track. Really not just only the straight driveline, but how the track plays or should play (some points I listed above). Release that and I guarantee you, you'll get plenty of feedback on that already, that maybe spark new ideas and boost your motivation. Giving the players something to do is always better than just telling them to look on something and give feedback on that.
Meaning, the feedback you receive should not be lower rated, but different. Whenever you release something to the public, you do it with a specific thing it mind that you want to test. The feedback on your first iteration likely will have nothing to with the setting or scenery, but is way more valuable for your track layout and gameplay. So treat it differently. When your track works, go wild with scenery and just like that -> your at the point where you think you already are: testing the look and feel and get feedback to the concept of your track.

GeekPenguinBR {l Wrote}:Changes in the shape can be made if necessary.

That's good. Keep that option open. You might need it.

That's just some advice of mine. You do you. Looking forward to play a first version of your track.
We pretty derailed the topic of this thread, sorry about that...
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Re: Work in progress tracks (in the case someone has interes

Postby GeekPenguinBR » 07 Oct 2020, 19:10

I will post my reply in a few minutes
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