Z-Kart Community Project - Sprite slots now open.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Z-Kart Community Project - Sprite slots now open.
Are 8 directions OK for karting sprites?
Re: Z-Kart Community Project - Sprite slots now open.
Nope, need the full 16.
Re: Z-Kart Community Project - Sprite slots now open.
I think... that's a bit too much characters, perhaps?
- TehRealSalt
- Posts: 142
- Joined: Thu Apr 03, 2014 10:25 am
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: Z-Kart Community Project - Sprite slots now open.
I think they said in the other thread that because karts rotate a lot more slowly than people, it's more important to get more rotations so that you can be certain that a kart ahead of you is turning or not.
Re: Z-Kart Community Project - Sprite slots now open.
If they don't all get filled, no big deal, we can still call the mod "complete" and have additional characters in expansion packs.mallo wrote:I think... that's a bit too much characters, perhaps?
Like all those Heretic sprites. I figure Corvus will be the only bona fide secret character in the base Doom pack. The rest will go in to the first expansion.
Re: Z-Kart Community Project - Sprite slots now open.
Yeah, that's pretty much what I was thinking too. At the moment there's 8 different Heretic karts, so it fills the roster nicely.GooberMan wrote:Like all those Heretic sprites. I figure Corvus will be the only bona fide secret character in the base Doom pack. The rest will go in to the first expansion.
Re: Z-Kart Community Project - Sprite slots now open.
My thoughts entirely. In fairness, I wasn't even too sure if any non-Doom characters would make it into the base game. I have a number of ideas for possible DLC packs further down the line and a lot of what's already on the bonus character list will be reserved for those.
As for "too many characters", modern incarnations of Mario Kart tend to have over 30, so ...
As for "too many characters", modern incarnations of Mario Kart tend to have over 30, so ...
Re: Z-Kart Community Project - Sprite slots now open.
Uhhhhh I think I'll claim the Mastermind. Also, will the SS Nazi be allowed?
Re: Z-Kart Community Project - Sprite slots now open.
I was wondering about this. Personally, I don't see why not as we're featuring the level. Probably as a bonus character.
Goober? Thoughts?
Goober? Thoughts?
Re: Z-Kart Community Project - Sprite slots now open.
I have no other suggestions, except to point out that we should work out the mechanism for unlocking bonus characters so that we can work out how many we need.
Re: Z-Kart Community Project - Sprite slots now open.
My first instinct would be one per cup victory. That would mean six. However, if it could be set up on a per-difficulty basis, that would give us a bit more freedom.
Or, we could just go the modern route and make 'em all DLC
Or, we could just go the modern route and make 'em all DLC

Re: Z-Kart Community Project - Sprite slots now open.
Speaking of, I haven't thought at all how to handle difficulty settings in regards to AI.
Or how to handle unlockable karts in multiplayer games. I look at Rock Band 3 there which did away with the "unlock songs as you play" method and just had every song available from the start. For a single player campaign progression, unlocking karts is simple. But for multi? Should we have that restriction that you need to unlock bonus karts in single player?
Or how to handle unlockable karts in multiplayer games. I look at Rock Band 3 there which did away with the "unlock songs as you play" method and just had every song available from the start. For a single player campaign progression, unlocking karts is simple. But for multi? Should we have that restriction that you need to unlock bonus karts in single player?
- The Zombie Killer
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: Z-Kart Community Project - Sprite slots now open.
Just thought I'd drop in and and give a huge pat on the back to everyone involved in this project so far, it's looking amazing!
Great work on the code too, GooberMan, great stuff!
Although I'm almost certain that's not a method that'd probably suit this project
Great work on the code too, GooberMan, great stuff!
You could go with the Carmageddon method and make the vehicles destructible, but with with a repair ability at the cost of score, and wrecking an opponent's Kart would unlock it.GooberMan wrote:Or how to handle unlockable karts in multiplayer games.
Although I'm almost certain that's not a method that'd probably suit this project

Re: Z-Kart Community Project - Sprite slots now open.
What about allowing the bonus karts to be used in multiplayer games, but they aren't unlocked in multiplayer? Essentially, players could see the new karts and that would provide an incentive to play through the single player campaign.GooberMan wrote:But for multi? Should we have that restriction that you need to unlock bonus karts in single player?
Re: Z-Kart Community Project - Sprite slots now open.
If it is possible for unlockables to be handled separately between SP and MP, I'd be inclined to go with the "everything open" option. However, if it's possible to have unlocks across the board, I'd go with having karts unlocked in the same way for both, with unlocks carried across.
With regards to difficulty settings, since there will be a lobby map, it could be handled from there. You already mentioned that the kart creator could be used for multiple behaviour patterns for each character, so you could have separate actors for easy, normal and hard.
With regards to difficulty settings, since there will be a lobby map, it could be handled from there. You already mentioned that the kart creator could be used for multiple behaviour patterns for each character, so you could have separate actors for easy, normal and hard.