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Track Maker's Guide - Supertuxkart

Track Maker's Guide

(Gameplay)
(Gameplay)
Line 53: Line 53:
There is a difference between a good difficulty and something frustrating and impossible. For instance when you jump, you just fly without control and if you crash no matter what you try, there is nothing difficult there, the landing pad is just too small. No matter how you skills are you will always fail. That's exactly what as a track designer you should avoid.
There is a difference between a good difficulty and something frustrating and impossible. For instance when you jump, you just fly without control and if you crash no matter what you try, there is nothing difficult there, the landing pad is just too small. No matter how you skills are you will always fail. That's exactly what as a track designer you should avoid.
-
* An easy main path for everybody
+
* A balanced main path for everybody (meaning : not too difficult. Of course some tracks will be easier and others will be more challenging, but the most challenging/difficult parts should often be kept for side roads)
* If you do an alternate road that is easy it shouldn't allow for an advantage (because it's easy to use it)
* If you do an alternate road that is easy it shouldn't allow for an advantage (because it's easy to use it)
-
* Reward the player who try something different (with items, or a real shortcut. There is a very hard shortcut on the track Gran Paradiso that allows you to win a few precious seconds)
+
* Reward players who try something different (with items, or a real shortcut. There is a very hard shortcut on the track Gran Paradiso track that allows you to win a few precious seconds)
-
* Use items to guide the player and make him/her do crazy stuff (like the gift boxes.
+
* Use items to guide the player and make him/her do crazy stuff (like gift boxes)
-
* It should ALWAYS be very clear where you are allowed to go and what area are restricted. That doesn't means the track can't be a bit like a maze, but the player should know where he can go not necessarily where it should go.
+
* It should ALWAYS be very clear where you are allowed to go and what areas are restricted. That doesn't means the track can't be a bit like a maze, but the player should know where he can go not necessarily where it should go (i.e. what constitutes the drivable area should be clearly visible, though of course there can be more than one path leading to the finish line)
** Maze should be used very carefully. If people are constantly lost it's not a good thing
** Maze should be used very carefully. If people are constantly lost it's not a good thing
* Try to not break the flow of the track, imagine the track like a river flowing, you should avoid "turbulent" sections
* Try to not break the flow of the track, imagine the track like a river flowing, you should avoid "turbulent" sections
 +
* In most cases, you should avoid making the track too narrow - when playing with lots of AI karts, especially, this will result in a lot of frustrating collisions between karts
= Modelling =
= Modelling =

Revision as of 23:10, 30 December 2015

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