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A pretty feature I was thinking about Vdrift adopting are different game types. By default, Vdrift seems to give the win to whoever crosses the finish line first. I was thinking of 5 different game modes / win modes we could have, without needing to modify tracks to code extra info:

- Race: Current game type, whoever crosses the line first wins.

- Time: Whoever has the fastest lap (or maybe fastest overall time) wins, regardless of who crosses first.

- Knockout: The number of laps equals the number of opponents, and every lap the last person leaves the match until only two players remain in the last lap.

- Drift: Whoever has most drift points wins, regardless of time or who crosses first. Drift points already seem to be calculated (ScoreSmile so we could make a game type where you win over them.

- Speed: The winner is the one who reached the highest top speed or (different idea) had the best average speed, once everyone crosses the line. Was thinking of a Speedtrap / Radar mode, but that would require track modification to add the radars.

And maybe later on, there could even be some sort of a team gametype and stuff. I think those basic ones would be a pretty thing though Smile
Good idea! Maybe after the graphics update.

PS: I still have to integrate your NOS code.
NaN Wrote:Good idea! Maybe after the graphics update.

PS: I still have to integrate your NOS code.

Yay... I'm glad this is being considered for the near future Smile

And thanks a lot for remembering that code, I was afraid it got forgotten. It's not finished yet... someone with better skills would have to look at it and add the rest I think, but I would be very grateful if anyone could do that Smile
Actually, I am partially working on this one. I needed a game mode for AI testing similar to "Practice" but not controlled by the user, and another without graphics (text mode only).
I found quite difficult modify the default game flow. I had to copy/paste a huge amount of code from game.cpp, because for example, I don't need a playing character, the main menu or the graphics at all.
Now I'm trying with declaring a separate class AI_TESTING friend of the class GAME, thus implementing new game modes invoking its methods.
I wonder if is possible to develop more general functions of the class GAME, like an API, so to avoid copying code that change from a rev to another?
Hmm... I was mostly thinking of game types that just change how you win, nothing more. Only exception in my idea was also disabling TCS by default for Drift, since you seem to drift a dozen times more that way.

This would require a HUD change though, so you know what gametype you are playing in case you forget, and see the important score for that gametype (in Race show your position, in Drift your drift score, you speed in the Speed gametype, etc).
What do you mean by TCS by default? You can turn off TCS once in the GUI and then it will start off when you start each game. TCS is on the first time you run VDrift because the majority of people that try VDrift do so with the keyboard, and without TCS it's really hard to drive the cars. :-)
I meant that TCS could be disabled by default for each car in the Drift gametype, rather than enabled by default as it is normally (so you turn it off with the 'TCS toggle' keybind). Thought about that because you drift much more without TCS, but I think that's a minor detail.
Oooh, I see what you mean. Yes, that makes a lot of sense.
Hello! I would really enjoy if the Street X game mode from NFSU2 be implemented in this game. I would love to see a simulator have this type of racing though the problem is I can't do any 3D modeling(all past attempts failed do to my lack of patience with blender) even if I can draw a little bit, and my coding skills are high-school level.