hi thomas I can't wait for this game to come out, I'm a huge nascar fan and 
I've been looking for a racing game for years that plays like nascar.
Brandon
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, October 08, 2006 11:25 AM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> 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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