Super StarCraft Go-Kart
Official Beta Launch of Super Starcraft GoKart!
This game is based upon a the classic mario gokart game series, but set in the startcraft universe!
The goal of this beta is to test the map to make sure the features are working correctly and smooth out any bugs. once everything is working as it should be then I will share a file with all of the triggers for anyone else who wants to make a course and I will begin releasing several polished courses myself.
Currently the map supports only 1v1 play. I will expand this to at least 4 players after Beta, and possibly 6 and 8 beyond that (depending how well the game handles the lag of that many players)
Keep in mind, this is a beta race track and it isn't spiffy yet, this is mostly for testing and feedback on the system in place. PLEASE test this, especially with a buddy if you have a way to play custom maps with a friend in place, and provide feedback in the comments section.
FEATURES:
- Simple trial track which monitors progress and keeps track of laps. first to complete 3 wins!
- WASD movement.
- W accelerates.
- S slows down / reverses.
- Right click for hard brakes.
- Left click to use items.
- Run over Archons to pick up items.
- 5 pick ups currently implemented:
- Cloak: turns unit invisible and makes it immune to attack for 4 seconds
- Speed boost: increases speed to 75% greater than the typical maximum for 4 seconds
- Missile: shoots a missile in a straight line which reduces a units movement speed to zero when hit.
- EMP: aoe attack which locks the input for anyone hit. (ex, if you are taking a right turn when hit you will be trapped in that right turn for 4 secs til the effect wares off and you regain control)
- Stasis Mine: lasts for 10 seconds. any unit which drives over the stasis mine will be frozen in place until the mine goes away. However, once the effect wears off, you will immediately resume your bearing and course with no loss to the speed at which you were traveling. Also, while frozen in stasis you are immune to other effects (cant be shot by rockets or EMP'd)
Change Log:
Beta V1.1
- Adjusted the acceleration system so you now slowly slow down when your finger isn't on the gas.
- Adjusted the turning radius so it widens and shrinks based on your current speed. (the faster you go the wider your turns, the slower you go the sharper your turns.)
- Opened up a hole along the race track wall so you can exit and test out how the controls feel in a wide open area. (note: you will be able to drive through the outter sides of the race track cliffs once you exit the course, this isn't a bug)
Implemented the suggested changes on adjusting the turning radius's and making the kart slow down when you're finger isn't on the gas.
As far as other button mapping requests, just let me know what other configurations y'all think folks would want and odds are I can implement it no problem.
Keep it coming with any suggestions and feedback, if you look at my other maps I have a good track record of implementing almost every suggestion I get.
Also I wanted to let folks know that once the engine is working properly I plan on releasing a simple "Engine" map which contains all the triggers you need to make your own race track. The triggers are designed to be easily portable from one map to another and I will provide detailed directions on any adjustments you will have to make for your race course to function properly.
So for gokart/most racing games, there is an accelerate and brake/reverse button. I don't mean to bash your map, because its cool! But I'd like it better if it had an accelerate button rather than pressing up makes you go forward... I'm not sure how you should map your buttons. But don't forget you aren't limited to WASD... there are also the less popular arrow keys for moving, which would free up the left hand to take care of acceleration/braking.
I'd also like to see you decelerate when your not pressing forward/acceleration. Currently you just stay at the speed you were going.
Anyways good work so far. Keep it up, if you just keep working at it you can get something really polished out of it, that you can be very proud of :D
Thanks for the feedback so far folks!
I agree on the karts turning radius's. I have a few idea's I might try to work on that... currently, A and D turn you 5 degrees at a time. Maybe I could set it so it turns you 5 degrees - 1.5*the current speed you are travelling (speed ranged from zero to 1, 1.75 when on the speed boost.)
I'll try and work something like that into the game.
As far as the pathing goes. The gokarts are pathed as air units instead of ground units. For some reason ground units would bounce off each other and off the walls and do really wierd things which made them feel very "out of your control." I switched them to air units and then lined the course with no fly zones. there might be a crack or two you slipped through along the way. The one issue with this method is that currently you can drive through the other players, but atm its the best method I can find.
This is starting to look pretty good.
My biggest problem is the carts turn way too quickly. It would probably be difficult to code, but the faster they are going the larger their turning radius should be.
Other than that, I can't wait to try it with 8 people or so.
The first 2 player playable Beta was just released earlier tonight! I won't be posting updates on Curse until its a release version. Enjoy! :-D
Great game so far, has the potential to be a lot of fun with a bit more polish and stuff.
When I got the Speed Boost pick up, I somehow managed to rocket myself into the middle of the map (on the turn right before the water). A simple fix to this would probably be to just make everything on the map that isn't the race track itself non-pathable.
Just launched the first Beta with full support for 2 player races! please test this out and leave me comments so i can fine tune it over the weekend!
I actually have the missiles working now in the latest version :-D
I accidentally had one trigger turning off my missile detection trigger somewhere in the whole mess of things, haha.
Currently I'm having trouble with the missile collision system. If anyone has any ideas or suggestions I'd love to hear them!
atm, launching a missile creates a unit which travels in a straight line. I tried to set it up so that when the missile enters within a certain radius of a gokart it detects it and explodes (and ill trigger in the effects of the various missiles later.) Problem is it's not detecting and exploding.
Any idea's out there??
Thanks for the feedback folks,
I certainly plan on making many more adjustments to the movement and acceleration system. I have a couple ideas which will hopefully make it handle a bit better, and in general I will be increasing the rates of acceleration and de-acceleration. Once I have a good medium, I'll probably Make the marine be the avg, make the hydra speed up slower but having a higher top speed, and make the zealot accelerate quicker but have a lower top speed, or something along those lines (yup, there will be a ZealotKart.)
Any other suggestions / requests on what all units should get a kart? There will be between 4 and 8 total, and I def plan on giving heroes like Kerrigan and Raynor karts when their models are released with the full editor.
Hopefully I'll have some of the pickup items working in the near future. My big worry at this point is that the map will have so many triggers that the game lags too much to be playable, so any testers out there please keep me posted on any experiences with terrible lag.
wait, am I seeing a tank with banelings for wheels
AWESOME
I like where this is headed. I'm looking forward to seeing how you are going to do the projectile physics.
Nice work.
also you should consider redoing ALL triggers. dude you cant just put EVERYTHING in one trigger..no one can ever read that :/
okay nice work, but: