2015-08-17 04:46:46

Thank you all for the ideas. Yes the game will be multiplayer when it's released, but the release is still a bit far away, which is why I'll set up a testing folder soon once I finish sorting out the track editor and such. Also someone mentioned slopes? That's a great idea. Since one would move faster going down a slope, would it also be a nice idea to slow the acceleration time when the car is going up the slope?
  But as for the different parts thing of course, there will be plenty of variety. In fact that was the initial idea was to have a lot of vehicles with widly ranging stats, and the player would have to pick whichever one they felt would help them the most.

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2015-08-17 05:59:49

Stevo, how are the functionally of the shifts in your game?
Are you implementing the shift gear system as the reality? And how are your fisics for the game? ^^
However the idea of a new racing game is very, very good.

Respecting the idea of include a multiplayer mode, with p2p conection.. well stevo, it is very, very bad option.
The game needs a dedicated server, for a random matchmacking system,  ladder points, private races and mutch, mutch more. If you want, give the option to create private servers with the options that the people want, but use the old system of p2p connections is a bad option for games like that.

Well. thanks for work on this great project...

Witch language are you using? Pure basic?

2015-08-17 07:58:44

Hi.
If you wanna make the game realistic, then the same should happen when you release the up arrow like when you release the speeder in a car.
I also like the idea about the need to buy the different parts for the car, and fix it in the garage. I also like the idea about the licens for the building.
Multiplayer sounds awesome. Time to vote. big_smile

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
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2015-08-17 08:01:39

Here is the reason for I've voted for a server instead of IP to IP connection:
All people will connect to the same people, which means you can play with new people and not just your friends. A private race would be interesting for those who only wanna play with their friends.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-08-17 08:15:20

Hi, keep the slow deceleration, it would be more realistic.

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2015-08-17 15:59:11

Yeah I've pretty much determined that p2p connections would be a bad idea, even before you guys said so. Not only would you not be able to race with other people, but not everyone is able to forward ports on a router, having a dedecated server would allow people to store their character data if they wanted to, as well as dlc... it's just a much better option.
@sanslash32 Shifting gears in my game is not entirely realistic, no. This is, after all, an arcade game, and only the bear minimum is going to be realistic; the parts that would make it a not enjoyable game if they weren't realistic. As for the physics aspect, I'll dive more into that once I really start designing the vehicle builder.

Back to how gear shifting works, here it is. If the player presses shift, they gear up. If they press left control, it gears down. Keep in mind, though, that if you gear down while the car is going too fast, you must step on the break to slow down or your car could blow up. I know this is 100% not, realistic; but having it so that you'd just hear a grinding noise and maybe some transmission damage... that would just make the game boring. Remember I'm making an arcade game here, not a simulator. smile
  And I'd rather not say what language I'm using, ---- we've already seen what kind of fits people throw when they learn you don't use a language of their choice. I'd rather not start that war.

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2015-08-17 18:57:29

Yes, if you're being realistic with acceleration and deceleration, if you had an uphill slope, you should decelerate much faster when you release the up arrow. and if you came to a complete stop on an uphill slope without holding the break you would roll backwards. But I have no idea if you want to go that way and put slopes in there, it was just a fun suggestion I thought I'd throw out.

Stevie-3

2015-08-18 02:24:54

OK Stevo, it sounds good ^^
And no, I am not asking to you for your languaje for start a programing war. Only for curiosity if you follow the programing path of danny, or you are building your own programming path choosing a different language and framework of your like :3

2015-08-18 02:48:04 (edited by The Dwarfer 2015-08-18 02:49:31)

ah I see. I'm using the same language as Danny.

  Also guys it's official now, you can determine whatever car you want to use to edit a track. This is useful in determining what cars would work best on a track as you build it. This, unlike the game itself, will not be limited to cars you have unlocked; it's meant for you to be able to design tracks exactly how you'd like it, so you can determine the vehicles that should and should not race on it before putting it in the actual game.
*note:* I'm gonna bust out laughing at the clever little dude who decides to test a cop car on a track and make it have as much difficulty as possible on purpose. I'm seriously gonna laugh! smile))

Every day, we are closer to the beta testing folder. I can't wait to share my work!
smile
  Another thing guys, the opponent AI, I'm afraid, will need to be stripped out for the time being, it desperately needs a rewrite. But don't worry, this will not hinder the production of an audio demo; in fact, it will force me to demonstrate both the track builder and the gears system in one recording, which should be good news!

If you have issues with Scramble, please contact support at the link below. I check here at least once a day, so this is the best avenue for submitting your issues and bug reports.
https://stevend.net/scramble/support