Th3Ya0vi / vdrift-ogre

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New Gameplay Modes #56

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
1. We have *Race Against Time* currently (fastest lap counts), it will have 
ghost run at some point in future.

2. We have somewhat discussed that we want also 2 player *Split Race* (with car 
collision and without). Could be even 3 or 4 way split if there were other 
input devices implemented (gamepad, wheel).

3. *Collection mode*, no particular track road, just stars located in places 
that are not easy to get to. Could be against time to collect all for speed or 
when difficult just to collect all. There could be some points for making some 
stunts in air (loop, jump, rotation etc).

4. If we had damage there could be a *Derby Arena* (with AI ? but there isn't 
and I can't imagine it in the near future).

Put some more if you have any ideas.

Original issue reported on code.google.com by Cry...@gmail.com on 10 Apr 2011 at 7:09

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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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GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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