hi everyone! new user here. well not entirely new, ive been using construct classic for a few months now and downloaded a lot of tutorials and even made some simple stuff already.
i wanted to start a little discussion about a few issues im having. first of all, im really fascinated by all kinds of different, not very used technologies in games, and mainly im talking about terrain deformation in this post. anyone who has played sega rally revo or mx vs atv: reflex knows what im implying.
in sega rally it was subtly used, but it did impact handling in some situations, and frankly, the game would have been pretty standard/mediocre without that tech. but it really made the game a little more enjoyable.
reflex took this a bit further, because you were able to really mold the terrain with your tires. you could make little hills and bumps even and i remember spending alot of time just fooling around and marvelling the tech behind it.
now, im not hoping to make anything near that quality in construct, BUT.
it got me thinking if something similar would be possible in a top down racing game. maybe some prebaked, smoke and mirrors style effects.
okay, so ive been testing stuff and the immediate first problem arises when considering skidmarks, or tire tracks, whatever you call them.
im not really sure what would be the best method creating skidmarks? creating skidmark sprite(s) every x seconds while moving quickly drains resources, after a lap or two. i started thinking (from that destructible terraing example)that if i used a reasonably sized track and made it a canvas object, then erase effect, so that the skidmark sprite erases the canvas, shaping the track? i havent properly tried this but i wanted to ask if its even worth a try? or is it completely insane as an idea to begin with? ive heard the canvas object takes a lot of juice, so big racetracks are out of the question with that? maybe some small track like slicks n slides or generally- games for example?
now the second issue of this could be a little simpler actually, just time consuming. simulating the skidmark, bump, traction effect. i thought originally that it would be something like so:
-positioning 4 detector sprites at the place where the tires would be in the car sprites.
-check collision when the detector collides/overlaps the skidmark or tire track.
-make small subtle adjustments to car sprite's velocity/angle. (nudges,loss of skidding,traction boost etc.)
one big challenge(as if those werent enough already) would be the actual car behavior. im not sure if i would use the car behav itself, because the collision behavior is, to say it bluntly, kind of primitive.
so maybe i could use a physics object with custom made behavior using add force etc. that would make it easier to use the above mentioned adjustments to handling when traversing the terrain though.
so i guess i wanted to hear you guys opinion, hints, maybe even get some discussion and prototypes for this project
<img src="smileys/smiley1.gif" border="0" align="middle" />
OR you could always just say to stop even trying because it has been tried 1000 times over <img src="smileys/smiley36.gif" border="0" align="middle" />
anyway, thanks for atleast reading this poorly excuted novel of a thread, hope theres atleast someone who could help <img src="smileys/smiley1.gif" border="0" align="middle" />