Originally posted by uid313
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- Levels needs to have much variation.
- Desert, forest, jungle, mountain, volcano, space, beach, city, etc.
- Sun, rain, blizzard, snow, fog, etc.
- Desert: Hacienda; Shifting Sands (these are previous-gen tracks, so not the best, but they've been updated somewhat)
- Forest: Beehive (You can get this from the in-game add-on installer) and Ravenbridge Mansion (gift package)
- Jungle: Cocoa Temple
- Mountain: Northern Resort
- Volcano: Volcan Island
- Space: STK Enterprise (this is on a spaceship)
- Beach: Gran Paradiso Island; Around the Lighthouse
- City: Candela City
Nearly all of the above have fitting weather effects. Fog is an interesting option but I think we'd have to avoid overdoing it.
- The camera needs to feel human, not robotic. Eese in, ease out animation.
- The mechanics of driving needs to affected by the ground such as ice, mud, grass, pavement, etc.
Code:
01:29 < OzoneOne> samuncle__ what I'm trying to say is, I'm trying to propose stk's tracks being a little crazier and having slightly less realistic road designs. I don't know if you want the road designs to stay within vague realism or you would like them to be much more crazy 01:29 < samuncle__> actually I'm fine with crazy design 01:29 < samuncle__> but auria told me to not do too much crazy design 01:29 <@Auria> huh? 01:29 < samuncle__> (nothing against crazy design) 01:29 <@Auria> you may have misunderstood 01:29 < samuncle__> oh ok 01:30 <@Auria> my intent is that the physics engine should be able to handle it well 01:30 < samuncle__> oh ok 01:30 <@Auria> I dont mind if it *looks* crazy, so long as it plays smoothly :) 01:30 < samuncle__> so now since we handle it well I can do crazy design ? 01:30 < samuncle__> oh 01:30 < samuncle__> :o 01:30 < samuncle__> That's a misunderstood statement 01:30 <@Auria> yes sure (well maybe not the twists and loops in *every* track, but a tracks where it makes sense for sure!) 01:30 < samuncle__> but you told me tracks must be grounded in reality 01:31 <@Auria> I don't remember saying that? 01:31 < OzoneOne> Is THIS too crazy and surreal for STK?: https://www.dropbox.com/s/lioia4y953jhe9y/thunder_struck.mp4?dl=0 01:31 < OzoneOne> This is the sort of thing I'm talking about 01:31 < OzoneOne> Chaos is racing track form 01:31 < samuncle__> I feel like OzoneOne is trying to influence me to do crazy things :P 01:31 < samuncle__> (nothing bad) 01:32 < OzoneOne> download for 720p 60fps ;) 01:32 <@Auria> I would have no problem the kind of track shown in this video (maybe not EVERY track like this though, but a few like this sure!) 01:33 < OzoneOne> Yes, you need a wide range, otherwise there is no contrast and the crazy tracks become normal 01:33 < samuncle__> me too
- The audio can't just be an event handler on the up arrow button that plays engine_sound.wav over and over.
It needs to feel like I am driving this cart. Not when I press the up button this textured object moves and some sound is heard.
I assume you mean more ambient noises? Character voices? The former, we have some like the airplane in Gran Paradiso Island and birds in Cocoa Temple, but the latter has been something that we've considered before and haven't yet implemented, simply because getting high-quality voice acting with many variations for every kart in every situation in multiple languages is nearly impossible. It's something that would be great and relatively easy to implement, I think, from a programming standpoint, but as always with open-source games the artistic side is a challenge. I guess free art is not as popular as free software.
Hope this answers your questions.
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