05-17-2013, 06:24 PM
(05-17-2013, 03:06 PM)Gorsalami Wrote: still those are just cosmetic ideas but i thought it was worth sharing.
I had actually thought about this, and I'm undecided. I'm all for it if it can be made well.
(05-17-2013, 04:45 PM)Iceman404 Wrote: I like the fact that you're actually thinking about what used to make the older karting games (Super Mario Kart and Crash Team Racing) actually fun, the physics. If you can get fun as hell physics down, I'm sold for this. (If, when you start the items, you get the generic homing one to move just like SMK redshells, I'd be double-sold for this).
Yeah, this is actually the 3rd or 4th attempt at this engine, just because I couldn't get the physics quite right. They are a lot better now, and do feel very familiar and fun, which is great! I'm hoping I can get the homing item to work well, though I don't know until I give it a try!
(05-17-2013, 04:45 PM)Iceman404 Wrote: The only thing I'd criticize is that the kart itself at the moment looks very "long".
Yeah, I did notice this. It already is shorter than the original model in the game (I squashed it slightly). The karts were based highly on those in CTR, but with a longer nose to put the symbols on. I wanted to keep the karts quite minimal, but they also needed to be long enough to fit more realistically-proportioned characters... The kart models aren't necessarily final anyway, although they don't look quite as bad in-game.
(05-17-2013, 04:45 PM)Iceman404 Wrote: I don't even know if this would be of any use, but a friend of mine made some acceleration math for our old kart fangame a year or so ago.
Well, thanks for sharing! I've already written most of the physics code, so this is somewhat incompatible in places, but at the very least you've reminded me that I forgot about ice! I can implement it pretty easily, but thanks for reminding me, and thanks for the extra insight. It's really great to know that people are keen to help with this project!