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Modification Help / Re: speedkart [very heavily modified]
« on: December 08, 2016, 02:45:53 AM »
The karts themselves were reworked to allow for much smoother and more varied gameplay, stuff like minimising the need to brake or make a bunch of small turns. A lot of common issues with SpeedKart have been somewhat solved, too:
We played around with these for about 3 hours, purposefully hitting obstacles and landing awkwardly (even as far as teleporting high up and tilting the car ~50°) and rarely experienced bumps, getting stuck or flips that require you to get out and push the car. Since it was only us two, it would be interesting to see how this would fare with up to 20 people.
- The karts now drift, some more than others. Taking corners and the ability to pull off a bunch of weird stunts was really fun - the fact that the kart still moves after a sudden stop seems to prevent getting stuck a lot (though it did prolong some collisions).
- The body friction was also reduced to be much more slippery, meaning you can rub up against walls without a guaranteed redirection into them, and the kart sliding along the ground when flipped (which makes for a lot of awesome wallrides). This should also help in getting unstuck in pile-ups.
- The suspension was dampened to take large drops without bouncing upward or getting melded into the ground so much of the time. Smaller bumps and gaps are less of a threat, as muck-ups appear to be a lot more survivable.
- Stats now vary between karts - top speed, acceleration, tyre traction and turn all seem to be modified to fit the kart's look. You can now pick a kart based on how you drive or the track, and not just which one lands on the ground better or which wobbles the least.
- The centre of mass was also altered to prevent the aforementioned wobbling, so reversing isn't so bouncy and uncontrollable.
- The braking is very hard, purposed to better prevent collisions. A good panic button.
We played around with these for about 3 hours, purposefully hitting obstacles and landing awkwardly (even as far as teleporting high up and tilting the car ~50°) and rarely experienced bumps, getting stuck or flips that require you to get out and push the car. Since it was only us two, it would be interesting to see how this would fare with up to 20 people.