In article <19950102.n...@prophet.com.au> david.gre...@prophet.com.au writes:
>I would like to express some opinions on NASCAR. I didn't buy it,
>didn't pirate it either, I played it on a friends DX266 with 8MB
>and after spending a few hours evaluating, there is no chance I
>will buy it (certainly not in the near future).
Opinions are welcome, but often disputed.
>So much effort went into it, the least they could have done was
>got it right.
Got "it" right? What is "it," that whole thing? Well, let's take a look see.
>If I were Papyrus this is what I would do to make it better.
Guess what, I already read ahead, and I am VERY glad you AREN'T Papyrus.
>1. Simplify it. With 101 different settings to calculate
> each frame for what? Do you think people are really
> able to tell the differences in handling for each and
> everyone. Its probably quite likely that you allow
> people to change things in setups with out it actually
> being used in your car handling algorithms anyway.
First of all, simplifying it defeats its intial goal, to simulate NASCAR
racing. And yes, we really ARE able to tell differences from one setting to
another. We spend a lot of time talking about the little adjustments we've
made to fine-tune a car to perform properly at a particular track, in
particular weather.
>2. Make the keyboard work. Papyrus have no idea on how to
> get the car working with a keyboard, both Indycar and Nascar
> are useless with a keyboard. Not everyone uses joysticks.
While Indianapolis 500, the Simulation was quite playable with a keyboard, and
I know of at least one person who can shine through on IndyCar Racing with a
keyboard, making the game easily playable with the keyboard would take away
touchy realism of handling a big ass car such as those in NASCAR racing.
Not everyone uses joysticks. This is true, but a vast majority do. Next in
line are drivers who use wheels and yokes.
I can do a lot of things in Windows without a mouse too, but it's much more
natural to use one. Same goes for sticks and wheels.
>3. Do something about the processor usage when in a bunch of
> traffic. On a DX266 there is a subtle annoying feeling of
> response drop when around traffic. Smooth it out.
Experiment with the different graphic settings: ON, OFF and AUTO. Also, cars
ahead and behind, and opponents heard. They figure in.
While I admit I have no problems turning EVERYTHING on in VGA mode with my
P5-90, I still thought SVGA mode was pretty much just for show or at the very
least races with few opponents. But playing around with the graphics settings
today, I found that I can race against all opponents, with 38 ahead, 38 behind
and 7 opponents heard inSVGA mode simply by turning off that crappy asphalt.
I was floored when I found that out. Now I won't go back to VGA. But the
same experiementation will help anybody optimize their sim for their system.
>4. Make it properly save games during a race. People sometimes
> get interrupted and have to come back to it.
NASCAR Racing DOES allow you to save your race. It does NOT, however allow you
to save more than one race at a time. You save your race, and the next time
you come back to the sim, you pick up where you left off. Originally, this
feature concerned me before I checked out. As a racing series director, I was
not thrilled at the knowledge that a save feature was added to NASCAR.
Imagine racing for a while, taking the lead, saving your race, continuing
on, wrecking, leaving the race, reloading the race from where you saved it,
continuing on through the wreck cleanly, and winning the race. Why bother
even having a competition. But this is not the case. When you come back to
the sim in championship mode, that saved race is where you're headed.
>5. Play it more before releasing it, also play it on lowend 486s
> cause there is still plenty of people who have them and will
> one day have pentiums.
While low-end 486s are still considered entry-level systems, and are large in
number, I think LIMITTING game play to that end would be a big mistake. Game
technology would go nowhere. In a rather generalized view, most game
manufacturers are using last year's technology on tomorrow machines. Siearra
Online admitted this in a recent company newsletter. They broke down and
purchased a Pentium earlier this year, and current optimized future games are
written to just pass on a Pentium.
As for NASCAR Racing, it will run just fine on low-end 486s, you just have to
give up a little on graphics. And much of the graphics capability is
determined by your video card anyway.
> You have to make it run well on low end 486s if you want to
> stay in business. Look at it this way. If John Doe owns a
> 486DX-33 and can play plenty of other resource hungry games
> such as DOOM, ULTIMA, TIE FIGHTER etc quite happily don't
> you think he is going to question the quality of your
> products? John might think "Papyrus have lost the plot" and
> stay well clear. He then upgrades to a Pentium and by that
> time has given Papyrus the flick.
You have to make it run best on a Pentium or BETTER... if you want to stay in
business. You're not going to continue if you cater ONLY to dated technology.
If John Doe owns a 486DX-33 and can play all those other games, then he can
continue to play those games and others like it. No one is forcing him to buy
NASCAR Racing. He woudl also miss out on the finer details in "Under A
Killing Moon," "Magic Carpet" (great gtame by the way), "Dawn Patrol," etc.
If John thinks the game developers of those titles have "lost the plot," then
too bad... happy owners of those games are plentiful.
> If John could play Nascar quite happily with a reasonable
> amount of detail (accepting less than full) he may upgrade
> to a pentium and feel very good about your product and be
> happy to consider your next product.
He can do just that. Reread my reply to #3.
>6. Try optimizing your algorithms instead of the microcode.
> If you think about it, play with it a bit you could come
> up with a better way that will be many more clock ticks
> quicker than some slight asm code changes.
Now you've got me thinking you're just wasting our time with smart ass
bullshit. You're not going to get a programming job with this tactic.
> It looks like a lot of the relatively inefficent Indycar
> code has been reused, and now some heavier demands are placed
> on it the code is not as appropriate.
Yes, a lot of the Indycar code was used in NASCAR Racing. Nothing wrong with
that. The basic feel of IndyCar was great, and its popularity as a racing sim
continues to grow. NASCAR Racing took everything learned from IndyCar and
built upon it. Now if they could only go back and apply some of the new stuff
to IndyCar. Wishful thinking, I know.
> Run the damn thing through a profiler. You have done this haven't you?
You didn't have much fun with NASCAR Racing, did you?
>7. Make the work environment a more enjoyable atmosphere,
> get some more indoor plants, buy a fish tank. Play
> better music. "Have fun writing the game". Your game
> projects tension and stress, you may think this strange
> but it is true.
Just by looking or playing NASCAR Racing you can tell that the programmers
were too stressed out? Is there a college course for this talent? Please
tell us, that might be a terrific elective. Or is it a new major? That would
be even better. Is there a financial future in doing psychological profiles
based on game code?
>8. Write a single version, forget this US and european version
> stuff, its harder to get your often required patches. Also
> I have heard the manuals are useless compared with the US
> one.
Having different version for different countries is beyond the base of my
gaming or programming knowledge. Perhaps someone else could enlighten us
here.
>9. Don't try and make people pay for the patches by selling them
> a track upgrade. Are you in this business to make money or
> are you in this business because its what you want to do?
> Everyone appreciates that you need to make money to develop
> the next game. Simple, make your game with the emphasis on
> fun and enjoyment (naturally along with some realism) and
> people will want it. (This means sales which = $$$).
Haven't paid for a patch yet!!! And no, I didn't pirate any patches. They
are available for free. They even have an ftp site. Oh, I get it... you want
them to release the add-on tracks for free. Why should they do that? I
certainly wouldn't argue with that... it would be fine with me... but the EXE
and track patches have always been free, either by ftp, or through a
commercial online service, or the Papyrus BBS, or even via snail mail.
>10. And one other thing, you know the wire fence tops, change a few
> every dozen or so. This will trick the mind into thinking
> you are travelling faster.
Now I KNOW you're not interested in racing... if you can actually LOOK at the
fence tops, then you're driving TOO SLOW!!!
>Thats about it for now. I am sure there are plenty of other things
>that could be done.
Are you sure you want to try this again?
Ralf Southard
r...@psu.edu
NASSCAR Team Baywatch/UHU
(National Association of Simulated Stock Car Auto Racing series)