I'd love to get some feedback and suggestions from the community on this one. So far I have the movement system just about where I like it for this stage of development. Up next will probably be implementing an item system, and then after that make my first beta race track. Let me know what y'all think!
Unique Abilities (Probably powerups or specials per kart):
- Void Rush (Links yourself to other opponents, draining their speed by 25% and giving yourself 15% speed for each opponents nearby).
- Stasis Trap (Stops opponent in their tracks for 3 seconds, doesn't slow or stop their movement so they move again at full speed when the effect is gone).
- Cloak (Makes the user invisible for 10 seconds, prevents homing attacks from locking onto the user).
- Grapple Shot (Links you behind a opponent, slowing him down and enabling you to force him to turn via maneuvers).
- Swap (Swaps your position with another player in front of you, interesting move if you position yourself before a jump or a wall).
- Boost (Speeds you up, and able to knock other players aside).
- Concussion Missile (Homes onto a enemy in front of you, causes a blurred screen for 3 seconds, area effect range of 2).
- Implosion Missile (Homes onto a enemy in front of you, causes a implosion that explodes outwards after 5 seconds, implosion sequence sucks your vehicle in, then spits it out in a explosion, area range of 2).
When a vehicle is hit by normal abilities, it makes the vehicle bump up and down, and decelerate.
Thanks for the suggestions! I certainly like several of those and will try to implement them if I can make them work.
I will be uploading an updated version of the alpha shortly. The game will be using archons as its version of "question mark boxes." You can now drive through them to be given a random item. The items dont have any effects yet, but you can see the randomization system in action and just left click to "use" the item and pick up another.
Also I changed around the gokart models a bit so the character unit is just sticking out of the tank turret.
edit: I hear there is a way for folks to play multiplayer custom maps on bnet. If anyone has that ability please test this map online with a friend to see if the movement system for the two karts is working correctly and give me feedback. Thanks!
I've started implementing some pick ups into the game but am having issues I would love help with if anyone has suggestions.
The implemented items thus far are Cloak (thanks to the above poster for the suggestion) and a generic missile attack. The missile, however, is having some issues with its collision detection.
I tried to set up the missile so that when you fire, it creates a unit which travells (for now) in a straight line from where you shot it. I tried to make it so that when the missile it is within a radius of 1 of another unit it explodes, and then I was going to trigger in the effects from there. Problem is, it's not exploding when it gets close to a target.
Any ideas or suggestions out there? I'm about to upload the latest version of the alpha in case anyone wants to tinker with it and see what ideas they come up with.
About to upload the latest alpha version. There are now four functioning pick up abilities in the game.
Missile: shoots a missile in a straight line which, when it hits a unit, reduces the units movement to zero
EMP: creates an AOE EMP around the caster which freezes all input for effected units (so lets say you were in the middle of a turn when you get hit, you are now stuck making that turn for the next 4 seconds til the effect wares off)
Cloak: renders unit invisible and makes it immune to attack.
Speed Boost: increases speed to 75% greater than the normal max speed.
Currently all of these weapons only work for player one. If anyone knows of a way to test custom maps with 2 players please let me know if the weapons are having the desired effects on the hydra kart when used.
About to upload the latest alpha version. There are now four functioning pick up abilities in the game.
Missile: shoots a missile in a straight line which, when it hits a unit, reduces the units movement to zero
Preferably add a "hit animation" when the missile hits. Old Mario kart used to have the kart flying up into the air whilst tumbling ferociously. Doesn't seem like it should be too hard to recreate.
Initially I tried making it so the effected unit spun in a 360, but for some reason it always spun more than 360 degrees and I didnt want them to have to deal with suddenly facing the wrong way.
The goal of this beta is to test the map to make sure the features are working correctly and smooth out any bugs. once everything is working as it should be then I will share a file with all of the triggers for anyone else who wants to make a course and I will begin releasing several polished courses myself.
Currently the map supports only 1v1 play. I will expand this to at least 4 players after Beta, and possibly 6 and 8 beyond that (depending how well the game handles the lag of that many players)
Keep in mind, this is a beta race track and it isn't spiffy yet, this is mostly for testing and feedback on the system in place. PLEASE test this, especially with a buddy if you have a way to play custom maps with a friend in place, and provide feedback. Thanks!
FEATURES:
Simple trial track which monitors progress and keeps track of laps. first to complete 3 wins!
WASD movement.
W accelerates.
S slows down / reverses.
Right click for hard brakes.
Left click to use items.
Run over Archons to pick up items.
5 pick ups currently implemented:
1. Cloak: turns unit invisible and makes it immune to attack for 4 seconds
2. Speed boost: increases speed to 75% greater than the typical maximum for 4 seconds
3. Missile: shoots a missile in a straight line which reduces a units movement speed to zero when hit.
4. EMP: aoe attack which locks the input for anyone hit. (ex, if you are taking a right turn when hit you will be trapped in that right turn for 4 secs til the effect wares off and you regain control)
5. Stasis Mine: lasts for 10 seconds. any unit which drives over the stasis mine will be frozen in place until the mine goes away. However, once the effect wears off, you will immediately resume your bearing and course with no loss to the speed at which you were traveling. Also, while frozen in stasis you are immune to other effects (cant be shot by rockets or EMP'd)
Released an update to the Beta which makes several tweaks to the movement system to better capture the "feel" of a true gokart game.
Adjusted the acceleration system so you now slowly slow down when your finger isn't on the gas.
Adjusted the turning radius so it widens and shrinks based on your current speed. (the faster you go the wider your turns, the slower you go the sharper your turns.)
Opened up a hole along the race track wall so you can exit and test out how the controls feel in a wide open area. (note: you will be able to drive through the outter sides of the race track cliffs once you exit the course, this isn't a bug)
edit: Also I wanted to let folks know that once the engine is working properly I plan on releasing a simple "gokart game Engine" map which contains all the triggers you need to make your own race track. The triggers are designed to be easily portable from one map to another and I will provide detailed directions on any adjustments you will have to make for your race course to function properly.
The one issue I have in the game (v1.1), and perhaps it's due to my computer, but the camera does not keep up with the gokart. Every 3 or so seconds my gokart just zips away and a few seconds later my camera catches up.
I've noticed some lag and crashing issues in multiplayer games which rely on keystroke input. Project is on hold until I find a way to make a game like this playable without lag in a multi player setting.
For anyone who is interested in using the triggers within this map, go for it. There is a pretty decent acceleration system for vehicles in here where you slowly speed up and lose speed over time, slam the brakes, etc.
Also the triggered skills and item pickups might be handy for some games out there.
How about the Purifier's laser beam? The one from the campaign where the mothership is using the Independence Day laser to destroy the colonies. You could use that to hit whoever is in first.
Blink-Move you ahead, not sure how far, I'll let you decide what is a balanced distance.
Void Seeker's fast ability would look cool, speeds you up like the gold mushroom from mario kart, usable multiple times for the boost(could make the cool after effect)
Afterimage-Sets down a fake archon that will stop whoever hits it
Nuke-Sets a nuke down behind you, comes down in 2 or 3 seconds, like the bomb omb from mario kart
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My current project I am working on is a recreation of the classic Mario GoKart within a StarCraft setting.
Link to project page: http://www.sc2mapster.com/maps/super-starcraft-go-kart/
I'd love to get some feedback and suggestions from the community on this one. So far I have the movement system just about where I like it for this stage of development. Up next will probably be implementing an item system, and then after that make my first beta race track. Let me know what y'all think!
@johnfloyd: Maybe call your map "Super StarKart"?
Unique Abilities (Probably powerups or specials per kart):
- Void Rush (Links yourself to other opponents, draining their speed by 25% and giving yourself 15% speed for each opponents nearby).
- Stasis Trap (Stops opponent in their tracks for 3 seconds, doesn't slow or stop their movement so they move again at full speed when the effect is gone).
- Cloak (Makes the user invisible for 10 seconds, prevents homing attacks from locking onto the user).
- Grapple Shot (Links you behind a opponent, slowing him down and enabling you to force him to turn via maneuvers).
- Swap (Swaps your position with another player in front of you, interesting move if you position yourself before a jump or a wall).
- Boost (Speeds you up, and able to knock other players aside).
- Concussion Missile (Homes onto a enemy in front of you, causes a blurred screen for 3 seconds, area effect range of 2).
- Implosion Missile (Homes onto a enemy in front of you, causes a implosion that explodes outwards after 5 seconds, implosion sequence sucks your vehicle in, then spits it out in a explosion, area range of 2).
When a vehicle is hit by normal abilities, it makes the vehicle bump up and down, and decelerate.
@dra6o0n: Go
Thanks for the suggestions! I certainly like several of those and will try to implement them if I can make them work.
I will be uploading an updated version of the alpha shortly. The game will be using archons as its version of "question mark boxes." You can now drive through them to be given a random item. The items dont have any effects yet, but you can see the randomization system in action and just left click to "use" the item and pick up another.
Also I changed around the gokart models a bit so the character unit is just sticking out of the tank turret.
edit: I hear there is a way for folks to play multiplayer custom maps on bnet. If anyone has that ability please test this map online with a friend to see if the movement system for the two karts is working correctly and give me feedback. Thanks!
@johnfloyd: Go
I've started implementing some pick ups into the game but am having issues I would love help with if anyone has suggestions.
The implemented items thus far are Cloak (thanks to the above poster for the suggestion) and a generic missile attack. The missile, however, is having some issues with its collision detection.
I tried to set up the missile so that when you fire, it creates a unit which travells (for now) in a straight line from where you shot it. I tried to make it so that when the missile it is within a radius of 1 of another unit it explodes, and then I was going to trigger in the effects from there. Problem is, it's not exploding when it gets close to a target.
Any ideas or suggestions out there? I'm about to upload the latest version of the alpha in case anyone wants to tinker with it and see what ideas they come up with.
@johnfloyd: Go
About to upload the latest alpha version. There are now four functioning pick up abilities in the game.
Missile: shoots a missile in a straight line which, when it hits a unit, reduces the units movement to zero
EMP: creates an AOE EMP around the caster which freezes all input for effected units (so lets say you were in the middle of a turn when you get hit, you are now stuck making that turn for the next 4 seconds til the effect wares off)
Cloak: renders unit invisible and makes it immune to attack.
Speed Boost: increases speed to 75% greater than the normal max speed.
Currently all of these weapons only work for player one. If anyone knows of a way to test custom maps with 2 players please let me know if the weapons are having the desired effects on the hydra kart when used.
Preferably add a "hit animation" when the missile hits. Old Mario kart used to have the kart flying up into the air whilst tumbling ferociously. Doesn't seem like it should be too hard to recreate.
Initially I tried making it so the effected unit spun in a 360, but for some reason it always spun more than 360 degrees and I didnt want them to have to deal with suddenly facing the wrong way.
Hit animations are definitely in the works ;-)
@johnfloyd: Go
Beta released tonight!
The goal of this beta is to test the map to make sure the features are working correctly and smooth out any bugs. once everything is working as it should be then I will share a file with all of the triggers for anyone else who wants to make a course and I will begin releasing several polished courses myself.
Currently the map supports only 1v1 play. I will expand this to at least 4 players after Beta, and possibly 6 and 8 beyond that (depending how well the game handles the lag of that many players)
Keep in mind, this is a beta race track and it isn't spiffy yet, this is mostly for testing and feedback on the system in place. PLEASE test this, especially with a buddy if you have a way to play custom maps with a friend in place, and provide feedback. Thanks!
FEATURES:
1. Cloak: turns unit invisible and makes it immune to attack for 4 seconds 2. Speed boost: increases speed to 75% greater than the typical maximum for 4 seconds 3. Missile: shoots a missile in a straight line which reduces a units movement speed to zero when hit. 4. EMP: aoe attack which locks the input for anyone hit. (ex, if you are taking a right turn when hit you will be trapped in that right turn for 4 secs til the effect wares off and you regain control) 5. Stasis Mine: lasts for 10 seconds. any unit which drives over the stasis mine will be frozen in place until the mine goes away. However, once the effect wears off, you will immediately resume your bearing and course with no loss to the speed at which you were traveling. Also, while frozen in stasis you are immune to other effects (cant be shot by rockets or EMP'd)
@johnfloyd: Go
Released an update to the Beta which makes several tweaks to the movement system to better capture the "feel" of a true gokart game.
edit: Also I wanted to let folks know that once the engine is working properly I plan on releasing a simple "gokart game Engine" map which contains all the triggers you need to make your own race track. The triggers are designed to be easily portable from one map to another and I will provide detailed directions on any adjustments you will have to make for your race course to function properly.
The one issue I have in the game (v1.1), and perhaps it's due to my computer, but the camera does not keep up with the gokart. Every 3 or so seconds my gokart just zips away and a few seconds later my camera catches up.
@Aenigma: Go
I've noticed some lag and crashing issues in multiplayer games which rely on keystroke input. Project is on hold until I find a way to make a game like this playable without lag in a multi player setting.
For anyone who is interested in using the triggers within this map, go for it. There is a pretty decent acceleration system for vehicles in here where you slowly speed up and lose speed over time, slam the brakes, etc.
Also the triggered skills and item pickups might be handy for some games out there.
If you don't have one already, a rare missile that hits whoever is in 1st place is a must-have.
How about the Purifier's laser beam? The one from the campaign where the mothership is using the Independence Day laser to destroy the colonies. You could use that to hit whoever is in first.
Blink-Move you ahead, not sure how far, I'll let you decide what is a balanced distance. Void Seeker's fast ability would look cool, speeds you up like the gold mushroom from mario kart, usable multiple times for the boost(could make the cool after effect) Afterimage-Sets down a fake archon that will stop whoever hits it Nuke-Sets a nuke down behind you, comes down in 2 or 3 seconds, like the bomb omb from mario kart