Hi Gary,

Gary Whittington wrote:
> For having wav sound names why not go with general terms like "buddy", "pal" 
> etch for the pit chief

Sounds ok. That could be done.

>  and for the track announcer just go with the number 
> of the car.
>
>   
Makes it easier when the announcer might say number 54 just whiped out! 
Number 45 is turning in for a pit stop. You get the idea.

> Red Flag conditions:  Indexing, Awh, very good.  Lots of things will need to 
> be saved not only with the player condition, like tires, gas, spoiler,  and 
> any damage to the car, but the rest of the field.  So, glad to hear that its 
> a matter of plugging in the info of what needs to be saved.

Well, like I said I might just tell the function to save car43 to 
saved.rw, and it will save it and all it's related data including 
location, damage, state of the fuel, tires, etc...

>   ON returning 
> from a red Flag, I see two reasons that may be inputted in the race summary. 
> Weather conditions or debris, as well as oil on the track.
>
>   
Yeah, and of course you might have at least one lap of yellow flag 
conditions after the red flag condition for all cars to get back in to 
the race. Although, I believe the rule is three laps in Nascar.

> When the gamer is back in the saddle,  I would start the game back  at a 
> speed of say 10%.  This would be  cutting down the speed from 200 to 20mph on
> super speed ways  It would be as though standing still on these 
> track.

Yeah, makes sense. Keeps the player from plowing in to a wall or another 
car when starting up.

last comments about number of race cars.  When I was able to play NASCAR how 
they handle the visuals and sound effects was by letting the gamer select 
from a combo box the number of cars that they could see in fromt of them or 
in the review mirror..

Oh I see what you are getting at.  That I can do. Basicly, in our case how many 
AI engines you can hear. I think James was planning something like this from 
what I saw in the rw source.
He seamed to be working on a feature that would limit how many cars you could 
here at any one time in the game. Sounds like what you are saying.

For sounds it had to do with turning on or the announcer and the number of 
motors you want to hear.  This number was never higher then four.  Which 
would be pretty realistic...

Yeah, and I can do that. For the other cars a simple pass effect would be fine 
for when they pass you, or you pass them, but as far as engine noises just the 
four cars nearist the player.

 At the most 
times I would hear three other motors and mine own.  Since this will be a 
audio game, I wold say four motor sounds would do the job.

I agree. Four should do the job nicely for realistic effect.

 Winning races is not won by the fastest car, but the driver who can 
get to 500 miles the quickest.

Exactly. That is how Raceway is going to be played.

So, finally, the number of cars in a race should not be the problem, since 
all the cars will not need sound effects, just those that are close to you. 

I see where you are coming from. However, wow you want me to really work like 
heck on this game. That means I have to come up with an AI system that will 
support 42 indipendant cars. That sucks, and don't expect this game until 2020 
or so. Just teasing. 
Actually, though it will be more difficult for me to program that many cars. I 
may not do the full 43 cars in the first reason do to the nature loads of 
people want this game, and it has been shelved for most of it's development 
cycle. I am hoping for something by next year.




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