I don't know where to put this, it's not JMG, basically we're still not sure what this game is gonna be, it started as just a fan sequel to JM2, then we've been thinking of turning it into a JM2124 remake, we'll see what this is going to turn out in the end. Anyway, here's some footage of the latest build where my very talented friend implemented ground control:
As soon as we get a track working with AI (the JM1&2 AI, because it's easier to make, just record demos, which have already been implemented, and make the "AI" go through it faster or slower, we plan on making an actual AI later), we'll release a demo, and there will be a track&character toolkit where anyone can make their own tracks or riders/bikes. Making tracks that are really fun is kinda hard without the completed physics, so I have no idea when my first completed track will be done or what it'll be.
But yeah, it's kinda really nice that this is working out!
Thanks everyone, and yep, we've already got a beta demo system which will be used to record and save demo recordings of your times as proof of record, it'll be way better and easier than recording your screen. Saving your times (like locally as personal best) will be even easier.
Hmm, not all of them though, in most cases, it's just that the designs of the tracks which use portals make it impossible to loop around, so they use teleporters instead. I agree that the teleporters which you can use when you fall off the main course are underwhelming though, a second route through those places would be much more interesting.
Post by Dark Ermac on May 26, 2018 19:46:54 GMT -5
I just think it's a bad design because it lets people design tracks with no overall structure to them. Forcing them to make a closed circuit is limiting, and creativity comes with limitations, I think. Imagine a suicide track where one suicide turn completely envelops the other one... that would be pretty cool.
Last Edit: May 26, 2018 19:47:46 GMT -5 by Dark Ermac