supertuxkart-sourceforge-migration / stk-migration-test2

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Career Mode #170

Open supertuxkart-sourceforge-migration opened 10 years ago

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria

replace the trophy room with a career mode; the trophy room is indeed not very cool. Furthermore, a career mode could be per-user and feature several levels of difficulty

Migrated-From: https://sourceforge.net/apps/trac/supertuxkart/ticket/170

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria See http://supertuxkart.sourceforge.net/Story_mode

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Ok let me try to make a list of tasks left to do, it's a little difficult to keep track of it all

1) allow starting a challenge when going near an orb (started) 2) allow selecting a challenge difficulty 3) display on or near each force field how many points will be needed to open it 4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) improve rescue on the overworld, atm the code assumes the road must be "raced" in a specific order so if you go in the wrong direction and hit rescue you end up far behind. Also you can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 6) show (with a color) which force fields can be traversed 7) allow clicking on minimap to go directly to a challenge 8) when completing a challenge, show a cutscene where you get trophy points and show which force fields become open if any. 9) lock tracks in quick-race mode depending on the number of points obtained in story mode. 10) ask player to select a kart when starting the first time 11) allow driving into the garage to select another kart 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each 16) select a music and/or add ambient sound effects to the overworld

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 1) done in r10695

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 5) much improved as of r10696. Left : "Also you can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing."

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 3) sort of done in r10697 but I'm not sure I like the results

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 3) improved in r10723. The placement of some numbers could be improved

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria As of r10724, point 3 is in an acceptable state.

Left :

1) allow starting a challenge when going near an orb (started) 2) allow selecting a challenge difficulty 4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) You can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 7) allow clicking on minimap to go directly to a challenge 8) when completing a challenge, show a cutscene where you get trophy points and show which force fields become open if any. 9) lock tracks in quick-race mode depending on the number of points obtained in story mode. 10) ask player to select a kart when starting the first time 11) allow driving into the garage to select another kart 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each 16) select a music and/or add ambient sound effects to the overworld

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter 6) show (with a color) which force fields can be traversed

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 1) and 2) done sufficiently well.

Left :

4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) You can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 7) allow clicking on minimap to go directly to a challenge 8) when completing a challenge, show a cutscene where you get trophy points and show which force fields become open if any. 9) lock tracks in quick-race mode depending on the number of points obtained in story mode. 10) ask player to select a kart when starting the first time 11) allow driving into the garage to select another kart 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria point 11 done in r10807

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 17) display solved challenges differently so you know you won't get anything more even if you race it again

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 17 done in r10849.

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 8 started in SVN. One issue was met, the sphere mapping does not appear to work correctly when an object moves away from its origin

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Left :

4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) You can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 7) allow clicking on minimap to go directly to a challenge 9) lock tracks in quick-race mode depending on the number of points obtained in story mode. 10) ask player to select a kart when starting the first time 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 18) Consider the difficulties of each challenge in the points system

supertuxkart-sourceforge-migration commented 10 years ago

Author: wardje Having the "ready, set, go" appear and ''even'' the penalty time is pretty annoying. Seems better to just start immediately. Should become less bothersome once point 13 is done, assuming that will skip it.

supertuxkart-sourceforge-migration commented 10 years ago

Author: wardje I don't know if it matters for points, but if you complete a challenge on hard, then you aren't capable of completing it on the lower difficulties any more. More precisely, if you complete them easy -> medium -> hard, then all 3 entries in the overview of a challenge will have a cup. If you complete them hard -> lower ones, then only hard will be "unlocked".

The most sensible, in my eyes (though I might be biased towards not having to do every challenge in the slow easy kart) would be to "complete" the challenges of a lower difficulty automatically when you complete the high one. eg Completing on hard, completes easy and medium as well.

supertuxkart-sourceforge-migration commented 10 years ago

Author: wardje Also, overworld "track" appears in the track listing. This allows you to go there with up to 19 other karts and "race", there's no finish line or anything though of course.

supertuxkart-sourceforge-migration commented 10 years ago

Author: wardje

Having the "ready, set, go" appear and even the penalty time is pretty annoying. Seems better to just start immediately. Should become less bothersome once point 13 is done, assuming that will skip it.

Done in r10989.

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Replying to wardje:

I don't know if it matters for points, but if you complete a challenge on hard, then you aren't capable of completing it on the lower difficulties any more. More precisely, if you complete them easy -> medium -> hard, then all 3 entries in the overview of a challenge will have a cup. If you complete them hard -> lower ones, then only hard will be "unlocked".

The most sensible, in my eyes (though I might be biased towards not having to do every challenge in the slow easy kart) would be to "complete" the challenges of a lower difficulty automatically when you complete the high one. eg Completing on hard, completes easy and medium as well.

This makes sense indeed, done in r11047

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria point 9 mostly done in r11049, but the following are missing:

1) increase trophy count variable when completing a challenge

2) unlock previously locked tracks if the new number of trophies warrants it

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 9 fully done in r11053

Left :

4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) You can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 7) allow clicking on minimap to go directly to a challenge 9) lock tracks in quick-race mode depending on the number of points obtained in story mode. 10) ask player to select a kart when starting the first time 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld 18) Consider the difficulties of each challenge in the points system

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria err, actually

Left :

4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 5) You can be rescued to the invisible road segment between the houses and the mountains because the code moves the kart back a bit when rescuing. 7) allow clicking on minimap to go directly to a challenge 10) ask player to select a kart when starting the first time 12) add challenge orbs for the GPs 13) when exiting a challenge, go back to overworld and not main menu 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld 18) Consider the difficulties of each challenge in the points system

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Also need to make sure that the "final lap" message does not appear on the overworld

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 13 mostly done in r11065, except that it would be nice to be taken back to the area where the player was in the overworld

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Final lap message issue fixed in r11066

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 13 and 5 finished as of r11067

Left :

4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 7) allow clicking on minimap to go directly to a challenge 10) ask player to select a kart when starting the first time 12) add challenge orbs for the GPs 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld 18) Consider the difficulties of each challenge in the points system

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Item 10 done in r11068

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Item 7 done in r11143

Left : 4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 12) add challenge orbs for the GPs 14) show a minimal cutscene at start and end of story mode with the Nolok story 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld 18) Consider the difficulties of each challenge in the points system

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Point 18 mostly done, except the points required for each challenge must be tweaked

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 19) lock gnu and nolok until the end

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 4) finish the overworld. especially the technological area but also just adding walls etc. to make it feel less open and empty 12) add challenge orbs for the GPs 14) show a minimal cutscene at start and end of story mode with the Nolok story --> at this time the cutscene will be all broken if you play it with GFX disabled. Needs be fixed 15) write the new challenge set with all difficulties for each <-- a first set is done but has not really been tested 16) select a music and/or add ambient sound effects to the overworld 18) Consider the difficulties of each challenge in the points system mostly done, except the points required for each challenge must be tweaked 19) lock gnu and nolok until the end

nice-to-have : 3) display on or near each force field how many points will be needed to open it <-- could be cuter

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria 19) done in r11525

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria Opening a challenge dialog in the overworld stops music

supertuxkart-sourceforge-migration commented 10 years ago

Author: auria "Opening a challenge dialog in the overworld stops music" => Fixed in r12046

I think all major points are done \o/