chaosfire / vdrift-ogre

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Road splitting #235

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
It would be possible to make some interesting tracks if roads could be 
separated and combined. Players could be allowed to choose different paths each 
lap, or given less obvious shortcuts to discover. Tracks could also contain 
complex road hubs through which a player must find their own way. From my 
understanding, there would be three different parts to such a change:

- Allowing roads themselves to be split and merged in the editor. I didn't test 
it recently, but last I heard roads couldn't be divided or combined.

- Allowing multiple checkpoints to represent one location (act as one). So when 
splitting a road you can add checkpoints to each fork, and reaching either will 
let you advance further.

- An optional addition: If issue 203 (point to point tracks) gets done, 
derivative roads could allow for multiple start and end locations. If a track 
has multiple starting points, a player will randomly spawn at one of them. If 
it has multiple ending points, any player can get to either in order to finish 
(aiming to find the closest one). But this would only be possible for sprint 
tracks since loops require a single finish line.

Original issue reported on code.google.com by MirceaKi...@gmail.com on 12 May 2013 at 5:44

GoogleCodeExporter commented 8 years ago
1. Could be done with making many roads possible, so the split would be just a 
2nd road. This way you would create a small road part just for the 2nd way of 
split, main road stayed on 1st.

2. Is probably most difficult part of this. Implement split for checkpoint 
(i.e. the next checkpoint can be 1 of 2 after split, then next are normal and 
after split 1 checkpoint is common for both ways. Your idea I think won't work, 
i.e. allowing any checks from both ways (which should arrow point to, and what 
if there are more in 1 of split ways).

3. Sounds cool for a city track or a road system. Or some fancy track with many 
roads too.

Original comment by Cry...@gmail.com on 12 May 2013 at 5:55

GoogleCodeExporter commented 8 years ago
Hmmm... which checkpoint the arrow points to would be a problem. Multiple 
checkpoints per splits should be ok otherwise, since they too would work as 
groups and triggering either on any road would allow you to go for the next on 
any road. Or once you reach a grouped checkpoint from one split, it will only 
activate the next checkpoint on that road... since it's clear you won't be 
changing roads until they combine. Could be the mapper's choice here.

Even if grouping checkpoints isn't possible, this should still be doable if the 
roads themselves may allow forking. Just that checkpoints can't be placed 
during splits, only where there's one road.

Original comment by MirceaKi...@gmail.com on 12 May 2013 at 6:30

GoogleCodeExporter commented 8 years ago
I find hidden shortcuts fun, so +1. However, I don't think we necessarily need 
split checkpoints - shortcuts tend to be short by definition and the roads need 
to go into the same general direction anyway, so just place the checkpoints at 
the split points (or maybe in some cases add a big checkpoint that covers both 
roads).

Original comment by tapiovie...@gmail.com on 12 May 2013 at 7:37

GoogleCodeExporter commented 8 years ago
Right... big checkpoints that cover all roads would be a workaround to needing 
multiple checkpoints. Depends on layout, but in many cases it could work. When 
it doesn't, it should be fine to not place any during road splits at all.

Original comment by MirceaKi...@gmail.com on 12 May 2013 at 11:42

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Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:44