Racing Game Design Algorithm

Talk about game designs and what goes behind designing games.

Racing Game Design Algorithm

Postby Empr3x » Sun Mar 13, 2016 3:24 pm

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
Empr3x
 
Posts: 1
Joined: Sun Mar 13, 2016 3:14 pm
Has thanked: 0 time
Been thanked: 0 time

Re: Racing Game Design Algorithm

Postby Sim » Thu Jul 07, 2016 1:39 am

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.
oRPG Creator - Make Your Own Browser Game
oRPG Creator on Facebook
Sim
 
Posts: 412
Joined: Sat Dec 26, 2009 12:37 pm
Location: Baltimore
Has thanked: 39 times
Been thanked: 13 times
Blog: View Blog (1)

Re: Racing Game Design Algorithm

Postby hallsofvallhalla » Thu Jul 07, 2016 10:00 am

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.
User avatar
hallsofvallhalla
Site Admin
 
Posts: 11901
Images: 13
Joined: Wed Apr 22, 2009 6:29 pm
Location: mobile, al
Has thanked: 11 times
Been thanked: 152 times
Blog: View Blog (3)


Return to Game Design

Who is online

Users browsing this forum: No registered users and 2 guests

cron

x