Offroad suggestion

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dby
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Offroad suggestion

Post by dby » Wed Aug 17, 2005 9:32 pm

Ok, I'm just brainstorming a bit here...
It's an old idea I'd like to elaborate on.

I thought about this again when taking some shortcuts with a speeder over some grass. I think it's done a bit too easy. The obvious way to fix this is to add an obsticle so there wouldn't be a shortcut anymore ofcourse...
Well I think it's pretty cool that you can shortcut over some rougher terrain, but now the only drawback is loss of speed (most of the time) and that's just a calculation... one route is simply faster.

I'd like to add some risk to it. Ice works quite well in this way, since you can hardly turn on it, so if the aim is wrong you could be in trouble. And dirt has a pretty good effect on AntiSlider IMO, since it makes the car slide.

In real life there is a greater risk of losing control if you drive over some offroad patch. The ground is not even and there could be rocks etc, throwing the car sideways.

So here's my suggestion:
How about another terrain value? One that turns the car randomly while it's driving on the terrain, so a driver would have to parry these throws. 0 = no throws, like on asphalt or ice. A higher value would make the car turn more. The formula would also need to take speed and other stuff into consideration.

dby
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Post by dby » Wed Aug 17, 2005 9:42 pm

Also, about the "jump" value. I used it on some stones and potholes in my rally terrain. I used jump 0.1 on some terrain, but even that made the car jump a bit more than I would have liked it to. 0.3 and 0.4 makes the car rally fly. When would I need values above 1? The jump formula needs some tuning IMO. Maybe jump half as much as now, or even less?

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Ande
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Post by Ande » Thu Aug 18, 2005 8:46 pm

dby wrote:Also, about the "jump" value. I used it on some stones and potholes in my rally terrain. I used jump 0.1 on some terrain, but even that made the car jump a bit more than I would have liked it to. 0.3 and 0.4 makes the car rally fly. When would I need values above 1? The jump formula needs some tuning IMO. Maybe jump half as much as now, or even less?
The jump value now works so that when car goes in a jump terrain, it gets z speed whose value is <jump factor> x <speed>. I don't think there is any point in changing that formula since if you make your own terrains, you can simply make the value as small as you want, like 0.01.

But that new special terrain that would make your car turn in random directions is a good idea. I have been thinking about something like that to make oil slicks etc. I can't promise to make anything like that any time soon but maybe one day :).

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Post by Guest » Fri Aug 19, 2005 8:12 am

Ande wrote:you can simply make the value as small as you want, like 0.01.
Doh! I didn't even think of using more decimals, lol. I guess I just figured that since every other value in the terrains.ter only use one decimal, it was the format. :oops:
That solves it nicely. Thanks!

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Post by dby » Fri Aug 19, 2005 8:15 am

Oops, the auto login didn't work for some reason.

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Post by dby » Fri Aug 19, 2005 9:51 pm

Ande wrote:I have been thinking about something like that to make oil slicks etc.
Oil slicks would be kinda like ice with random direction terrain. Would work nicely.

Maybe the random turning could, besides effected by speed, be increased even further when pressing the gas? Perhaps breaking as well? Would probably make sense, so If you want to keep best control you'd just steer. Isn't that how it roughly works in real life?

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