k
Printable View
k
http://i.imgur.com/59UVHoW.png
There's your list of engines capable of Surf.
This is a good idea in theory, but in practice it's wretched. Making it easy for anyone to make a map means there is a colossal cesspool of terrible maps. Trackmania only works because of prefabs.
There's already a standalone surf type mod. It failed. There's also already another one in the works by people more qualified than yourself. And there's also a Quake based mod that will feature surf as an aspect of it also in development.
streebree:
http://i.imgur.com/V0ngm7V.png
That's a valid argument and that's why I suggested having two modes - "classic" and "super".
"classic" maintains the high skill high competition pixel perfect "fuck up by 1 milliradian and you start over" experience.
"super" offers a more classic racing experience - the challenge isn't to make it to the end, but to make it to the end before the other guy does.
You can't design a game towards an elite because an elite will always be small. What about all the other people? They don't deserve to have a game they can enjoy?
I can't see how you make a story/puzzle driven game out of a racing game. These are completely different experiences.
I don't know any simpler method for 3D level creation that could work other than brush-like editing. Prefabs obviously can't work with surf.
The "submit map" is a nice idea.
extra notes stuff:
These are examples for things you can't improve with modding.
Port forwarding is required for hosting any kind of server, not just minecraft and not just games.
horsefeathers:
Regarding input lag, did you have vsync enabled? With vsync I do sense lag.
Baking lightmaps is a feature I suppose to work on soon. I want to use Blender so it will have everything.
Regarding the editor these are all things which are in my TODO list, which is pretty long. Keep in mind I'm a single programmer who's filling a lot of roles, so it's going to take time.
My strategy is to first reach a working usable state, and later add features according to their priority.
Disabling vsync cleared the lag up. Also I think the camera might be a little too high on the character. Sometimes when I think I'm going to hit my head, I don't; other times I don't think I will hit my feet, but I do.
Shouldn't that be done through level design instead? One of the reasons surf is pretty popular is because even on maps that a person can beat on their first day of surfing, theres still so many mechanics in the game you can improve and master which will allow you to get a better time.
Trackmania places a start, an end, and gives you a certain amount of certain pieces to design your own track, and then you set a time on it. The only thing factored into the rankings is the player's time. I believe all pieces must be used.
Surf is an extreme niche, and because it is a game based on mechanics, it will always be geared to the 'elite' market. The only reason surf continues with a sustained playerbase is because it is actually a part of a game that is very popular. Surf would be a fraction of what it is today if it was not part of Counter-strike.
I'd like to point out that streebee and evolv have the exact same point as I do. All of my posts, and chat messages to you were about one simple point: there's no reason to switch to your mod over what we have now. All of your "features" are, like I pointed out, irrelevant and aren't actually improvements. The few issues that we have in surf, that your version fixes, isn't enough, in my opinion, to need or want to switch to another surf game.
It's not as if anyone has been begging for a stand-alone game, so if you're going to continue you're going to have to sell us on your game. I've asked you this question time after time and yet you keep ignoring it or talking about how good the hosting and mapping portion is. Tell us why we need to change to your game (as a player not as a content creator or a host). From what I'm reading here is that my point is valid and that none of your features in your main post are actually relevant; they don't sell us on your game, and the few features that would appeal to surfers (such as less RNG built into the game like 100% bhops, less ramp bugs and vertical surf) are so minuscule on the grand scale of switching over to a whole new game isn't worth the good majority of people's effort.
If you're trying to appeal to a casual crowd, you've come to the wrong place to do it.
The character is a capsule shape, 1.7m high, and the camera is 1.55m high.
It might be a matter of getting used to it.
That's right, but there are other things like being able to recover from a mess up and maintaining speed which depend on different mechanics.
If you compare it to car racing games, it's like not having to manually switch gears. The rational is to let the player focus on other things.
That changes the experience, making a new game, and that's the goal of "super" mode.
Actually surf isn't an extreme niche, skill surf is. I remember when I polled info about "how many people play surf at the current moment?" the result was 2k-5k, which is a lot and would rank at the top 30-40 most currently played games on Steam (at least when I checked).
I assume most of the servers are combat surf.
Syncronyze:
I don't ignore your question, you ignore my answer, which is simple - look at the features list.
Usually then you go "but we already have what I care about modded in", then I point out the other stuff, which are mapping/hosting.
My goal here is to get feedback.
Yes, and my answer is always simple: Nobody is going to map for a game that has no player base, and nobody is going to host for a game that has no player base. In other words, player bases mean everything, and if you can't realize that you're not going to generate a player based off features that require one then you're going to have a bad time. You need features that are relevant and innovative for the player not the mapper or the host.. As it stands only few of your features are actually innovative, and of those none of them are relevant, and those that are relevant are minor improvements (vertical ramp clipping, making surf a little less RNG based etc.) Once again, in other words, nothing that will make people start jumping ship from CSS or CSGO.
Subjectively speaking, I'd rather have quality hosts and communities than a bunch of shitty ones, and if that means more legwork for the host to prevent the shitty ones from infecting the community making the quality ones smaller then so be it. And I don't believe I'm alone on this.