Ok, lets say you all were building a new racing game/sim. What parts of
current games should be kept, and what can be disposed of? also what should
be added that does not exist in any sims/games right now ?
GPL's Online play. SCGT's customability. A varible AI and driving
model.(the ai can EASILY be adjusted, you can have multiple modes of
driving...really hard, gpl level, pretty good, scgt like, easy, nascar
level of skill. Not using ini files but onscreen sliders or similar.
Offline reports for league play. A frame limiter so that weaker systems
can compete equally with Mega systems, no speed/time benefit from
removing all graphics. A TRACK EDITOR!!! Force Feedback.
get rid of tracks bordered by fake cities. flat terrain. crappy net
code like most sims,
fantasy stuff>
All tracks connected by real world modeled highways. We have to drive
the haulers to each track. Pit crews that are animated and intelligent.
full track modeling including garage areas. Working Porta Potties &
food stands.
That oughta hold ya for a week or two -- get cracking!
dave henrie
> Ok, lets say you all were building a new racing game/sim. What parts of
> current games should be kept, and what can be disposed of? also what should
> be added that does not exist in any sims/games right now ?
There's one thing that pops to mind immediately if I think of what can
disposed of... The Microsoft OS's. Please have devellopers use a decent
system.
// Johan
> Ok, lets say you all were building a new racing game/sim. What parts of
> current games should be kept, and what can be disposed of? also what should
> be added that does not exist in any sims/games right now ?
GPL's online play... I'd choose DTR's online play, now thats flawless. And a
good game with a track editor would be really nice, currently I'm stuck with
playing CART Precision Racing just so I can make a drive on some awesome fantasy
tracks.
DjFIL


































