
Z-Kart is a (G)ZDoom modification which aims to bring the quirky world of weaponized racing to Doom. It is still very much at the pre-alpha stage, but enough interest has been generated over on the discussion thread that it's time to make it official. Z-Kart needs YOU!
And we're not simply discussing vapourware here, either. Thanks to the already incredible contribution from GooberMan, we have a tech demo available here (requires absolute latest dev build of ZDoom) which showcases the as-yet unfinished kart physics and AI, along with the currently finished kart sprites. Goober is also currently developing a GUI program which will aid in the creation of characters' stats.
On board so far are:
Spoiler:If I missed anyone, please let me know!
Map delegation (so far) is as follows:
Spoiler:Additional credits go to solarsnowfall and Vader for the default kart templates (Doomguy and Zombieman)
MAPPING RULES - PLEASE READ!
* UDMF format only.
* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
* All karts are considered monsters by the engine for special activation purposes.
* All player and deathmatch starts are to be contained separately in off-map 0-brightness boxes.
* Karts do not step. positive change in height that isn't a slope is to be considered blocking.
* The circuit flow is determined by a Racing Line Map Marker and supporting Racing Line Waypoints. These are just path nodes. The race finish line MUST HAVE A THING ID OF 30101. Waypoint TID's must follow in sequence and each must have and argument referencing the TID of the next waypoint (eg waypoint 30102 must have an arg value of 30103 and so on).
* The starting grid consists of the Starting Grid Position 1-8 things. Their TID MUST CORRESPOND TO THEIR THING NUMBER. So Starting Grid Position 1 with a thing number of 30001 must have a TID of 30001.
* Low friction and Sector_SetFriction is not to be used. Friction settings are to be exclusively handled through the TERRAIN lump.
* This project is intended primarily for software Zdoom. Use 3D floors responsibly!
Now, we are well on our way to filling the characters roster, but we need your help. Everyone who has signed up for sprite contributions can take a look at the list below and let us know what character they wish to claim. Also, if anyone whose name is down already cannot fulfill their slot for whatever reason, please let me know and I will open it up to someone else. Ideally, we'd like to include as many of the original Doom characters as possible, but if anyone has a decent contribution to add to the bonus roster, please feel free to share it!
Spoiler:
IMPORTANT: Kart sprites MUST have either 9 or 16 rotations. 5 or 8 rotations are fine for a shooter, but not for a racing game.
You can join in the discussion here
Screenios:
Spoiler:So, sign up now if you're a mapper, sprite artist or coder interested in doing something a little bit different with the ZDoom engine. Even if you think you could help out in any other way, make yourself known. Let's make it happen!