Open GoogleCodeExporter opened 8 years ago
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I suggest to have a game mode with sharing track records on the server so you
can see how do you perform among others. I think it is no so difficult to
implement.
Tracks with fixed time - either you win or you loose.
Also a car damage mode with optional health packs in some places and maybe also
a fixed number of "lives". This may also include damage not from collision by
from acidic terrain, mines (visible but difficult to avoid), etc.
Original comment by neptu...@mail.ru
on 10 Apr 2011 at 12:31
Okay 1 and 2 are done. Input devices only keyboards, joysticks are implemented
but have some range issues.
Original comment by Cry...@gmail.com
on 31 Jul 2011 at 4:15
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there are different types of game modes that can be very useful in multiplayer
like tag(virus) .forza have like 20 of those
here is one you can check out:
http://www.youtube.com/watch?v=oWYaGmmjUaw
what i would like is an infrastructure to allow plug-able game types that can
control the scoring and receives events (when cars hit or checkpoint is
reached).
Original comment by a.isma...@gmail.com
on 15 Jan 2012 at 6:41
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I'd like to see various game types! Currently it feels like there's no
objective in StuntRally than simply driving around. There are many ideas that
can be added to the list, and I think most would be easy to implement too. This
is a list of the types I imagine can and should be done:
- Classic race mode; Whoever crosses first during the last lap wins. If there
are no opponents, this mode should reflect the current behavior (you roam
around by yourself without any rules).
- Elimination mode. The number of laps matches the number of players. Each lap,
the last player is removed from the race, until two players are left during the
last lap. Only possible on looping circuits (no sprint).
- Checkpoint mode. Each checkpoint has a time limit, and you must get there
before it runs out. The time left from previous checkpoints is added to the
next checkpoint. Road length can probably be used to calculate a fair time
automatically, so no map changes are needed. If there are multiple players, the
one who crosses the finish with the greatest remaining time wins.
- Radar mode... or what recent Need For Speed games call Speedtrap. Each
checkpoint registers your velocity at the moment when you reach it. The player
with the highest registered speeds wins.
- Drift mode. You get score the more you slide without leaving the road or
hitting anything, highest score wins.
- Since we have so many bumps and hills, we could also afford an air time mode.
Players get score the longer their cars spend time in the air. After everyone
crosses the finish line, the player with the longest total air time wins.
- Considering performance damage and car destruction gets done (issue 234), we
could have a destruction mode. The objective would be to ram your opponent's
cars until destroying them. The amount of damage you avoid taking represents
your score, and after all functional cars cross the line the least damaged
player wins.
Then there's police chase mode... oh wait, that's for another chapter ;) But
really, I think this set would be quite fun and appropriate for SR. Hope my
suggestions are of help and something in this sense might get done.
Original comment by MirceaKi...@gmail.com
on 12 May 2013 at 3:14
Personally I don't much like e.g. pure drifting, but a general score based game
mode sounds good, i.e. combining drift and air mode and spicing it up with e.g.
additional score for hitting dynamic objects. Other car games also usually
award score for breaching car's top speed and slipstreaming/chasing a car just
ahead.
Elimination doesn't sound much fun, it forces players early out into spectator
mode which no one likes.
Original comment by tapiovie...@gmail.com
on 12 May 2013 at 7:29
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Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:41
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Jamboree: editor setting for tracks. When enabled, checkpoints can be passed in
any order, as long as all of them are passed, then pass the last checkpoint
(car start). If reverse, the car start is rotated 180 degrees.
Good for off-road tracks and tracks where orientation is the key to success.
The checkpoint beam would probably show the closest checkpoint that is in the
field of view.
Original comment by Cry...@gmail.com
on 21 Oct 2014 at 9:13
Original issue reported on code.google.com by
Cry...@gmail.com
on 10 Apr 2011 at 7:09