Z-Kart Community Project - Sprite slots now open.

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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

scalliano wrote: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.
Probably a bit more brute force than I'd like, since that'd also require separate scripts for each difficulty setting.

I think parametised decisions inside each behaviour may work out well, but I have no idea what they would be at the moment (I mean, sure, there's broad things like chance to fire weapons, but many would only become clear after I've got the decision making set up).
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Dancso
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Dancso »

What about difficulty-specific path nodes for the tracks?
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

The plan for the AI is to have four separate sets of path nodes that they can switch between.

If any mapper wants to handle four separate sets for each difficulty, and play test them, then be my guest.
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

That would depend on how the difficulty settings are handled. Using Doom's global skill settings, piece of cake. Any other method, not sure. As actors, they are subject to the same flags and properties as any other object in the game. Perhaps making the AI racers more likely to take shortcuts, etc.

EDIT: ninja'd. Forget what I just said :P
Last edited by scalliano on Wed Jul 30, 2014 4:40 pm, edited 1 time in total.
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Double-post, but the Revenant is in the bag.
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mallo
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Re: Z-Kart Community Project - Sprite slots now open.

Post by mallo »

On the matter of unlocking characters - maybe you'd have to beat all maps (including secret one) of this cup on first 3 places, and then you'd have to race with the character on their own stage, and if you win, you unlock em?
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Ringman
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Ringman »

Any thoughts on having John Romero's head (full rotations) as a racer? I'm considering doing it.
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Discordance
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Discordance »

*racing commentator voice on*
Romero using his boosters to give him a headstart, and now he's well ahead of the pack. Oh but here comes the Cacodemon, they're head-to-head as they come round the final corner! Who's it gonna be!? Heads or tails?!?!? My head is my hands, I can't bear to watch!
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Ringman wrote:Any thoughts on having John Romero's head (full rotations) as a racer?
That... might be one in-joke too far. Perhaps as the most obscure secret racer in the game? Otherwise, there's plenty of other monsters that need sprites.
mallo wrote:On the matter of unlocking characters - maybe you'd have to beat all maps (including secret one) of this cup on first 3 places, and then you'd have to race with the character on their own stage, and if you win, you unlock em?
Which will bump up the map count by six in total. My instincts say having some way to unlock them that doesn't require more maps is a better idea.
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Ringman
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Ringman »

True true. I'll consider doing the Pain Elemental then.
mallo
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Re: Z-Kart Community Project - Sprite slots now open.

Post by mallo »

GooberMan wrote:Which will bump up the map count by six in total. My instincts say having some way to unlock them that doesn't require more maps is a better idea.
Hmm, then a map that's most fitting for them?
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

GooberMan wrote:
Ringman wrote:Any thoughts on having John Romero's head (full rotations) as a racer?
That... might be one in-joke too far. Perhaps as the most obscure secret racer in the game? Otherwise, there's plenty of other monsters that need sprites.
mallo wrote:On the matter of unlocking characters - maybe you'd have to beat all maps (including secret one) of this cup on first 3 places, and then you'd have to race with the character on their own stage, and if you win, you unlock em?
Which will bump up the map count by six in total. My instincts say having some way to unlock them that doesn't require more maps is a better idea.
A good compromise would be to have the bonus racer first appear in the cup they are unlocked through. That way it's made clear what is up for grabs, but also doesn't require any extra mapping.

Also, I had actually considered Romero as a bonus character (most likely the final unlock), but actually Romero, not just his head. Not a priority right now though, as I too would like to see the main bestiary finished first. Hence I'm doing the Archie next.

EDIT: Shall I tag the Baron as complete?
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raymoohawk
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Re: Z-Kart Community Project - Sprite slots now open.

Post by raymoohawk »

well i was going to rework the shading of the barons face a bit
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Not a problem.
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Sgt. Shivers
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Sgt. Shivers »

https://dl.dropboxusercontent.com/u/141 ... rtwolf.wad
I've done a bit with the wolfenstein map, but could someone give me a hand with adding all the z-kart stuff? (Kart Starts, arrows, etc)
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