Racing Game Design Algorithm

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Empr3x
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Joined: Sun Mar 13, 2016 8:14 pm

Racing Game Design Algorithm

Post by Empr3x »

I have a few basic algorithms that together make a very basic race module. Things that I have considered at the moment is the car parts and wear. Things that I need to add are Driver stats and tyres.

What I was wondering is how would I be able to implement user setups, to find *the perfect setup*
so based on the track, car and driver come up with a perfect setup from practice , testing, driver comments & Technical Directors input.

anyone have any ideas on the above or on anything that I may not have considered?

Cheers

Empr3x
Sim
Posts: 412
Joined: Sat Dec 26, 2009 5:37 pm

Re: Racing Game Design Algorithm

Post by Sim »

Basic mathematics for each part or Track Conditions

If a course is a mud course, you would want best mud tires. + or -
If course has longer straight aways, you would want more speed.
If course has more turns then straigt aways, you would want more acceleration compared to speed.
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hallsofvallhalla
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Joined: Wed Apr 22, 2009 11:29 pm

Re: Racing Game Design Algorithm

Post by hallsofvallhalla »

agreed, I would have no setup perfect but instead have setups based on drivers stats and road conditions as well as wear and tear on the components.
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