Fine suggestions, one the first one though, I would make the random picking of a race lane up weighted.
This given the better drivers more chance to be higher in the line ups.
The game should take in effect that there better computer drivers.
Then the judgment of how the gamer does would get a grade level, say A, B and C. Then when the line up is done. A rated drivers get a better shot up front in the line up and where the C rated drivers have some shot at sitting on the pole, but not a great one.


Dropping in my note about getting Stock Car Racing accessible.
Been a lot of work and fun.
The external of the menus and viewing things like schedules and points is completed.

Working on the internal parts now. Like the Cars are being put on the track and able to select one of the drivers from the past. Smiles, I think that is cool to select driver Richard Petty or Ricky Rudd.

the hardest part is that the game has a system that no Dos game of its time had.
The game was created by students in Indiana.
Where by, they design a system to show the cars on a segment of the track. The cars only being icons, little squares that moved inside a grid.
It's this moving, that makes it hard to program Jaws for..

And speaking of finding  the drivers around you.

AS pressing a certain key would be the way I will be using.
For Tom's Race Way, if the Well is introduced in the game, the less you want to be banging on the keyboard.
This is why, I suggest a play by play system.
This could come by 2 speaking persons. The track announcer or your Pit chief.
The PBP would be a time schedule event.
When say going down the front stretch , the track announcer would be heard. This would give the gamer info of where he is on the track. Since many tracks are going to be oval and the track announcer would be speaking all the time, but you as a driver would only hear it at the moment when you are on the front stretch. So, this would be a schedule speaking event in the race. For the Pit Chief, could be random but also during certain import times for warnings , like fuel and tires. Also, when the car is not handling well or engine problems. The speeds like Race speed would be the announcer job with saying top 10 and the 4 drivers near the gamers' car, the 2 in front and the 2 in back or on the side. With this info the number of laps down or being on the same lap as the leader. And I could use Car lengths rather then by seconds. Then the Pit Chief could saying your gaining or falling back to the cars ahead when the car lengths change. And lastly, the Pit Chief also could help in knowing your position on the track. Using a sound schema, where by your Pit chief would be heard on the left side and the announcer would be heard on the right. The game should have a way to either making this option having them in Monnow or switching the 2 pbp around. The announcer would then be heard from the infield rather then the stands speakers and those with hearing problem may find having the Pit chief heard better in their better ear. But if not in Monnow , the voice coming toward would be heard and get loader, then fade away for the announcer. But for the Pit Chief would never fade away completely for long messages. For short broadcasts the volume can be adjusted to the point on the track.
Smiles, and for Tom's game when you have made enough cash, you could by a
Satellite radio, that would have a GNs that not only have better sound for your Pit Chief but a tracking position with a third voice say a lady voice. letting you know you are coming to a turn. Then again, though in that random event of communication breakdown and you do have to drive blind. Smiles, and the only thing you can get is the fourth voice of the driver himself reading the pit sign messages.

These are just my thoughts and ideas for keeping the gamer more hands free with using a wheel or even using less of the keyboard for those who don't have a Wheel.
The Driver's skill level and how to position cars in the line up.

While I feel that Race Way can be a on going upgrading type of game, things like mentioned above and be added on later. Even if the game comes out with say four tracks in version 1, I be happy with that. A Trioval, Super oval, and small tracks. A road course would be a nice version upgrade to the game while additional tracks are introduced. I think even Charlie would agree. Just to help the game development to be shorten to finally see Race Way under tom. The first set of tracks can be used for different events and locations. In every NASCAR Yearbook, where you can get allot of great info. The Magazine does give you the data speeds for each segment of tracks.

Well, I am just about out of gas, heading for the Pits.
Crash
----- Original Message ----- From: "Jorge Gonçalves" <jopo...@hotmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, June 01, 2010 8:11 AM
Subject: Re: [Audyssey] Raceway was The other side


Hi Thomas. One good solution would be to generate randomly the positions
of other cars and making trainning session for the player .
Basically you could make a practice session with for example 10 laps for
us the know well the track, and train the acceleration, kerbing etc.
And then you could make a qualification session which we would run for
example, 4 laps, beeing 2nd, 3rd and 4th laps, 3 different tries and the
best time would be taken in compairison with others.
Or in another way, simply in the main menu, giving us the possibility of
a trainning mode to feel the diffrent tracks and in the season mode, we
would have just the qualification session.
Another feature that would make the game great would be that we use
three keys to give us information about which is our current position in
the race, who is in front of us and after us and the distance in seconds.
The numbers for example one to five, could tell us who are the drivers
ocuping that positions in the race: A bit like railracer does in the
online racing.
Cheers.

Jorge Gonçalves
jopo...@hotmail.com
Skype: joport3
Twitter: www.twitter.com/goncalvesjorge
Webpage: www.jorgegoncalves.com

Em 31-05-2010 4:55, Thomas Ward escreveu:
Hi,
At this point I really don't know.  One problem I am having with the
game is a lot of this gets to be really technical, and goes way over
my head. While I  watch the ocational Nascar race and have played some
of the racing games out there I'm not a hard core racing nut.
Watching a few races now and then and playing the games now and then
is a lot different then trying to program a really major racing game
from scratch. It takes a lot of motivation, dedication, and an
enjoyment for the project I really don't feel.
Personally, I could care less if there is a qualifier before the race
to find out your starting position or a set of random times to just
select an automatic starting position for each car. I have to do that
for the AI cars anyway so what's one more car right?
However, I know if I don't add a qualifier some hard core racing fans
out here are going to be realy disappointed, and knowing what I know
about this community I'll never hear the end of it until I give them
one.  So eventually there will likely be a qualifier, but it is lower
priority than the other features of the game.
Right now. The test version that was written in C#, and is currently
being ported to C++ simply randomly selects a starting position from 1
to 43 and lines the cars up in whatever random order it chooses. Not
very realistic, but it works.

On 5/30/10, Charles Rivard<woofer...@sbcglobal.net>  wrote:
I'd start with all 43 and go from there.  Will there be qualifying before
each race to see where you're starting position in the race will be? Time
for practice and adjustments in the pits and all that fun stuff?

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