fracture {l Wrote}:* the moving spike balls will just respawn or teleport after passing them in reverse mode for some reason.
* you added a 4th spike ball, but I think the balls could have been slightly faster, but you really shouldn't be adding many hazards until the AI can learn to avoid them.
fracture {l Wrote}:Until then I'd rely on sharp turns and narrow paths for difficulty, because this track feels a bit easy.
fracture {l Wrote}:* I like what you did at the beginning of the track, although the new downhill slope after entering the skull mouth could have been left as it was.
fracture {l Wrote}:You said you started to improve some of the official tracks when I asked about the snow track. Have you made any progress on those? If so, which tracks are you improving?
SvenAndreasBelting {l Wrote}:OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good.
SvenAndreasBelting {l Wrote}:I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.
SvenAndreasBelting {l Wrote}:Yeah I will post a bit more about that next week (probably).
I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.
If you want to know more you can take a look at https://github.com/supertuxkart/stk-code/issues you will find some ideas/plans there.
SvenAndreasBelting {l Wrote}:OK interesting, I would like to know the opinions of other players because it's very hard to know how difficult a track is if you know the track too good.
SvenAndreasBelting {l Wrote}:I'm working on: Green Valley, Sand track (finished) and started with STK enterprise.
wax {l Wrote}:Well about the tracks you revamp, I would prefer to remove enterprises from the main game, but if it stays the gameplay needs to be much easier.
FabianF {l Wrote}:Sven, I would like to play your improved tracks (Shifting Sands and Green Valley). If possible, could you publish some download links? That'd be great!
STK Enterprise doesn't need any major changes imo, at least no gameplay-related ones.
I agree with Wax that Nessie's Pond needs a graphical revamp (there is also an opened issue in github about how to improve the track).
What I definitely do NOT think is that Paradise Peaks should have any chance to get in the main game. I really don't like its gameplay and currently the graphics are horrible.
wax {l Wrote}:> There's an issue (I guess it's not intented) at graphics 1 and maybe more; it is possible to see the lava when driving on this part : https://www.youtube.com/watch?v=cGooLBj ... e=youtu.be
FabianF {l Wrote}:Might be a bit late to say that, but I really don't like the first curve directly after the start. Newbies most likely will keep crashing there.
SvenAndreasBelting {l Wrote}:...
Also I'm not a hundred percent sure about the style of the factory. Should it be like a post apocalyptic laboratory or a modern factory? Should there be stone walls like in the castle or metal walls? Or a mix of metal and stone?
Any ideas and thoughts are welcome
SvenAndreasBelting {l Wrote}:I've started to create a bit of Noloks factory inside the castle now and I would like to know what you'd expect to be there (of course there will be the production of nitro but maybe you have more ideas).
Also I'm not a hundred percent sure about the style of the factory. Should it be like a post apocalyptic laboratory or a modern factory? Should there be stone walls like in the castle or metal walls? Or a mix of metal and stone?
Any ideas and thoughts are welcome
https://www.dropbox.com/s/s03u9fqdzu7jj ... 6.zip?dl=0
Here you can see what I already did (AIs aren't working ATM).
I'm also planning to have an alternate route which will lead to trough an other part of the castle without industry.
eltomito {l Wrote}:What about rusty and rivetted?
fracture {l Wrote}:
So far so good, although I'd make the factory darker. I think a mix between modern and apocalyptic would be nice with stone walls but also some lava tubes somewhere. The current factory just feels very light compared to the rest of the track.
fracture {l Wrote}:
I don't expect you to be working on the snow track anytime soon, but could you at least release a version with actual checklines so that a player can actually finish the race? (last version uploaded didn't have that for some reason)
QwertyChouskie {l Wrote}:In fact, if there's one main thing I'd change about the current factory area, it'd be to make it bigger, and add multiple paths (over/under pipes? anti-gravity?).
CinusMinus {l Wrote}:To me the path in the factory area also still looks a bit too organic. It should have more straight sections and less smooth angles to make it look more industrial. As a side note, the AI currently completely fails on path in the factory section.
SvenAndreasBelting {l Wrote}:Here is a first update of the factory part from the magma track.
https://www.dropbox.com/s/q3xc48mrp51m8 ... 7.zip?dl=0
eltomito {l Wrote}:I played it yesterday and it looks really good!
Just two things:
1) You probably don't want to hear this at this point but the cave interior is gray with the lowest gfx settings as opposed to brown with any other gfx level. Is there a way to brown it for loser hardware too?
2) The inside of the factory looks a bit tame at the moment - no waterfalls of toxic byproducts, no breathtaking drives through giant alembics. But I get it, this is still WIP, right?
Thank you for this great work!
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