Re: [Audyssey] Raceway tracks.

2007-09-29 Thread Thomas Ward
hi Gary,

Quote
Tom may feel at times to take a break from one project to take on another.
Restarting with projects cause of an idea my pop up and one wants to put it
in effect or getting stuck on a problem and need to give it some thought...
End quote

You have hit the perverbial nail on the head. Allot of times when 
working on my games I will get frustrated with a problem in one game, 
and switch over to another project for a couple of hours not only to 
clear my head but to take a break on the game giving me issues. In other 
cases it is just an issue of staying focussed. If I am slogging along 
all day creating a level in one game I will get very tired of that games 
source, and want to look at something fresh. Usually this is accompanied 
by a fresh idea I had for game x, and I want to get it in before I 
forget about it. Not always the most productive way to do things, but 
I've always been a bit of a multitasker.
Even in college at my apartment I hated doing my math homework. So I  
would tend to break it up into chunks. Work a little on trig, switch to 
history, work a little on trig and swich to English, do a little more 
trig and switch to something else, eventually I got it all done, and I 
didn't drive myself insane looking at a variety of trig formulas that 
drove me half bonkers.
(Smile)


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Re: [Audyssey] Raceway tracks.

2007-09-29 Thread Thomas Ward
Hi Gary,
Online racing is something allot of Raceway customers are interested in. 
I think if and when I include this feature I'll have to do some sort of 
peare to peare network game play like Topspeeed has. I don't really have 
the cash to run a network server for online gaming unless I setup and 
run it from home.
At any rate one client can be setup as the server for a group of folks, 
and all the other clients can connect and race. Not as good as going to 
adedicated game server, but a reasonable compromise I think.


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
Ok time for my say.
Been busy with my Strat Baseball League.
AS I emailed before.
I would like to see at least one track being clay this being a half or 
quarter mile.
This can be a add on later.
I payed for Raceway couple times over and wish to see at least a running 1.0 
version of the game.
I understand Tom's not wanting a Track editor.  The quesiton is out there 
now to see what we like for tracks.
That's fair enough.

Tom looks to be wanting to start Raceway on a good track by programming
with the latest tools.  Smiles, not like his other game titles having a 
overhaul.  This is good news to those with newer O/S.

Weather Conditions:
For version 1.0 I say is not a big concern.
Since most raceing events are done in the summer, bad wather only happens 
rarly.
Other versions of the game could then have an option to turn on weather 
conditions.
This will help to get the game out faster.

Field Size:
AS a reminder to what I posted before.
Track size will determine size of the field of number of cars in a race.
To, get the game out faster I susgest that the Tracks should be near the 
same size.
Laster on smaller tracks like half and quarter miles can be added.
A race on a super sppedway has around 43 cars.  To brinup the point up again 
with that at most the player will hear at most four cars..
Seeing a field this large will make Raceway a truer Raceway sim.

If SAPPY is used to annouce certain things like drivers names and car 
numbers, I suggest a editor for these items.
This way if one wishes to put in real names and car numbers of Nascar 
drivers they can on there own.
This could include also sponsors.
To even make the Nascar drivers race true to form is have certain varibles
dictate how well a racer perform during a season.
This is getting into more of a replay. type of game but it would be fun to 
race aginst Jeff Gordon.
To finsh up with this email so it won't be too long.
I will bring up this subject matter in my text post to this thread and 
describe the possible varibles needed.

Crash
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 24, 2007 7:51 PM
Subject: Re: [Audyssey] Raceway tracks.


 Hi,
 For 1.0 I am not sure I am ready to include different terrains. It is
 possible, but there is a whole lot of extra work that goes in to
 designing the engine  and even the cars just to run on a variable
 terrain. As you might realise different terrains require slightly
 different physics calculations.
 A dirt or gravel track would supply some friction or force acting
 against the car. Also the car would require a tredded tire which also
 slows the car down. Where as a flat paved surface and a bald tire allows
 a car to move much faster and smoother. That's why Nascar stock cars
 always have a bald tire. A bald tire cuts down on friction allowing the
 car to reach speeds up to 215 MPH on the track.
 It is not imposible to have a variable surface and different equasions
 to handle this, but I am more interested in just getting the engine
 working before I begin adding more complex variables into the mix.
 Though if a variable surface is really in demand I will certainly look
 into what I need to make it happen.

 Michael Maslo wrote:
 I personally think a figure 8 would be cool, short s's and maybe 
 different
 terrains. I don't care if it is counter clock wise or clock wise. I just
 love to race.



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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
remember Pole Position is an
open wheel raceing that would had included racing with Indy and F1 cars.
A reason why the difference.

Crash
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 26, 2007 8:48 PM
Subject: Re: [Audyssey] Raceway tracks.


 Hi Ron,
 Well, weather you need a hard lef turn or say an easy left turn usually
 depends on the size of the track in question. For example if it is a
 half mile oval track the curves are much sharper than a two mile track.
 I don't think game wize if the track moves clockwize or counter
 clockwize it makes much of a difference. I've seen it both ways. The
 Nascar games for NES, PC, etc all move counter clockwize since that is
 how Nascar tracks are. However, in games like Poll Position I remember
 them moving clockwize.



 Ron Schamerhorn wrote:
 Hi Tom

   As for the direction of the track I don't really see alot of difference 
 in
 game play, though that could be largely due to my lack of experience with
 racing games.
   As for styles of tracks, I do think it will add some variety to the 
 game,
 instead of always right turn, hard right, there might be something like a
 easy left turn, right turn hard left or some such.  Mixing it up some is 
 a
 good idea.

 Ron


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
Hi all

Back to expand on editing Driver's performace.

As Tom mention in this thread how more work it would be to create a Track 
editor  I want to see a different kind of editor.
Request a certain kind of track and Tom willing to put the track in a wish 
list is great.

What I like to see is a simple edit form for drivers in the game.
It would be nice to able to change the drivers names to say Richard Petty.
Car to Dodge Charger.
Sponsor to STP
Car Number to 43.
This way one could bring back great races of thepast to compete with you.
How about raceing FireBall Roberts and so on.  ONe could even mix eras to 
race aginst your favorite racers.

Driver and Car performences:
This editor would need vital info to make them perform as they may have in a 
season.
Here are some things that would be included.
Number of Races in a season:
Some drivers may not have raced a full schedule and these drivers will be 
allowed in to race on a set number provided by you.
Points:
The points a driver got during a season.  This will give the game an idea of 
how well the driver and car does during a season of raceing depending on the 
number of races.
Wins:
The number of races won:
A driver may not have the best car best engine or best pit crew but dies 
seemed to win.
This varible shold have a major impact on all the varibles below.
A Driver who races once during a season and wins should have the best chance 
to win that single race its in.
With this certain driver should provide a foundation to the program 
varibles.
Top 10 and Top 5:
These to items should be a seperat input feilds.
Again this will help to give the performence of the car and driver and Pit 
crew.
Pit Crew:
This could be a grading system input like A for best and D for worst.
A judgement call, and the default should be C
The better a grade the better the pit crew can make repairs and get the 
driver back on the track.

Engine Fatigue:
Another grade system can be used here.
The bigger the sponsor with cash the better  the engine was built and 
tested.

A mixture of Pit Crew and Engine Fatigue can also determine is the car has a 
break down or flat tire.
Lesser  sponsorship cash More chances of malfunctions.
A sponsorship input could be add as well to addmore varibles, but the tell 
tell of a good sponsor is its pit crews and Engine building.

If anything I would like to see this feature in version 1.0.
It would make the game replayable with the chance to recreate Nascar past 
season.
Further more, This  would be nice to able to export to wother as a file.
Once could recreate say the 1977 season  and allow others to enjoy Richard 
Petty against a rookie named Dale Earnhart.
the Editor would make it more easier to just give the car brand to be read 
aloud with SaPPy then creating a set of packages of cars.
Car packages cold come later with specific game physics.  But to get the 
game out faster I be happy with a general Purpose editor.
Besides it be cool to put Tom Ward in a old junker like a Pinto during game 
play.  LOL.

My next post To be online or not to be online is the question.

Crash

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, September 24, 2007 8:01 PM
Subject: Re: [Audyssey] Raceway tracks.


 Hi,
 As for a track editor I am still undecided about that point. I know it
 would be a big selling point, but making one user friendly could prove
 very challenging for me. I'm good in certain areas of programming, but
 writing a track editor is something I have to read up on and experiment
 with.
 With the game so far behind production schedule already I'd say it would
 have to be something added in at a later date. I'm not ruling out the
 possability, but just uncertain weather I can put it into 1.0 or not.


 Reinhard Stebner wrote:
 could we have a track editor as well?



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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
Well Ron with your car is setup to take turns to the left which is having 
the car heavier on one side then the other could put you into the wall.

General speaking.  Before Nascar turning to the left was due to using your 
better arm being your right.
Being right handed made makes racing counter clock wise.
Making shifting a little more differcult, but I suppose in the old days it 
was racing full out.
Which brings me to a point for those who may not what to shift during game 
play.
Have an option to ake the car auto shifting.  The car will race a slight 
slower, but will help those who are beginner racers.
Crash
- Original Message - 
From: Ron Schamerhorn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 26, 2007 9:05 PM
Subject: Re: [Audyssey] Raceway tracks.


 Now giving it thought Pole was indeed clockwise around the track, but I
 don't see any difference which direction a players car runs.

 Ron

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 26, 2007 10:48 PM
 Subject: Re: [Audyssey] Raceway tracks.


 Hi Ron,
 Well, weather you need a hard lef turn or say an easy left turn usually
 depends on the size of the track in question. For example if it is a
 half mile oval track the curves are much sharper than a two mile track.
 I don't think game wize if the track moves clockwize or counter
 clockwize it makes much of a difference. I've seen it both ways. The
 Nascar games for NES, PC, etc all move counter clockwize since that is
 how Nascar tracks are. However, in games like Poll Position I remember
 them moving clockwize.



 Ron Schamerhorn wrote:
 Hi Tom

   As for the direction of the track I don't really see alot of difference
 in
 game play, though that could be largely due to my lack of experience with
 racing games.
   As for styles of tracks, I do think it will add some variety to the
 game,
 instead of always right turn, hard right, there might be something like a
 easy left turn, right turn hard left or some such.  Mixing it up some is 
 a
 good idea.

 Ron


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
Well I did hear Nascar is expanding to the Moon.

Oh Oh, may just gave Che an game
Moon Racer.

Crash
- Original Message - 
From: jason [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 27, 2007 9:25 PM
Subject: Re: [Audyssey] Raceway tracks.


 Hello Thomas I support your idea on different shaped tracks.  Maybe we can
 have a football shaped track or a flying saucer shaped track and many 
 more.
 your friend,
 Jason
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Monday, September 24, 2007 7:31 PM
 Subject: [Audyssey] Raceway tracks.


 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I
 do I'd like to have some good discussion on the kinds of tracks the game
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
 mile oval tracks. However, I'm thinking the game could be more
 interesting if there were some unusual shaped tracks like s shapes,
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
To finish my suggestions

On line with Raceway.

I know has mentioned before the problems in making the game playable on the 
net.

Like the track editor a learning curve will be needed for Tom.
Just give it some thought. Taking on such an adventure would be hard, but 
the benefits to yourself would be great.  You will be helping advance the 
blind gaming market to a higher level.
Not putting down those who have online games.  I feel Raceway will be a 
great game and to able to compete with friends on a Friday nght instead of 
Poker would be a lot of fun.
The net play of raceway can be a smaller version of the total package. 
Where races are shorter Number of cars are less.
In fact for asking for what kind of tracks one would like I would lie a net 
track or a set of net tracks.
If only racing aganst in a head to head where one computer is the home track 
would be cool.  Later on net play with say up to four racers would be great.
Keeping the tracks simple for net play will make better  connectivity 
between the computers using  a server or having a home computer to be the 
program rran.
The net play should include Stats tracking for a season of racing when this 
option has been selected.
Otherwise gamers could just race.

So, to finish up with my posting on his subject for now anyway.
Tracks I like to see;
Clay  quarter to hale mile
Net track allowing gamers to compete head to head with other bot cars.

Thanks Tom for bring up the subject up
Been wanting to talk about Raceway for awhile and see something about 
raceway.

I am back playing baseball season of 1941 which both my Chicago teams are at 
the bottom, so taling racing was cheered me up.  Smiles.

Crash
- Original Message - 
From: Gary Whittington [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 28, 2007 8:26 AM
Subject: Re: [Audyssey] Raceway tracks.


 Ok time for my say.
 Been busy with my Strat Baseball League.
 AS I emailed before.
 I would like to see at least one track being clay this being a half or
 quarter mile.
 This can be a add on later.
 I payed for Raceway couple times over and wish to see at least a running 
 1.0
 version of the game.
 I understand Tom's not wanting a Track editor.  The quesiton is out there
 now to see what we like for tracks.
 That's fair enough.

 Tom looks to be wanting to start Raceway on a good track by programming
 with the latest tools.  Smiles, not like his other game titles having a
 overhaul.  This is good news to those with newer O/S.

 Weather Conditions:
 For version 1.0 I say is not a big concern.
 Since most raceing events are done in the summer, bad wather only happens
 rarly.
 Other versions of the game could then have an option to turn on weather
 conditions.
 This will help to get the game out faster.

 Field Size:
 AS a reminder to what I posted before.
 Track size will determine size of the field of number of cars in a race.
 To, get the game out faster I susgest that the Tracks should be near the
 same size.
 Laster on smaller tracks like half and quarter miles can be added.
 A race on a super sppedway has around 43 cars.  To brinup the point up 
 again
 with that at most the player will hear at most four cars..
 Seeing a field this large will make Raceway a truer Raceway sim.

 If SAPPY is used to annouce certain things like drivers names and car
 numbers, I suggest a editor for these items.
 This way if one wishes to put in real names and car numbers of Nascar
 drivers they can on there own.
 This could include also sponsors.
 To even make the Nascar drivers race true to form is have certain varibles
 dictate how well a racer perform during a season.
 This is getting into more of a replay. type of game but it would be fun to
 race aginst Jeff Gordon.
 To finsh up with this email so it won't be too long.
 I will bring up this subject matter in my text post to this thread and
 describe the possible varibles needed.

 Crash
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, September 24, 2007 7:51 PM
 Subject: Re: [Audyssey] Raceway tracks.


 Hi,
 For 1.0 I am not sure I am ready to include different terrains. It is
 possible, but there is a whole lot of extra work that goes in to
 designing the engine  and even the cars just to run on a variable
 terrain. As you might realise different terrains require slightly
 different physics calculations.
 A dirt or gravel track would supply some friction or force acting
 against the car. Also the car would require a tredded tire which also
 slows the car down. Where as a flat paved surface and a bald tire allows
 a car to move much faster and smoother. That's why Nascar stock cars
 always have a bald tire. A bald tire cuts down on friction allowing the
 car to reach speeds up to 215 MPH on the track.
 It is not imposible to have a variable surface and different equasions
 to handle this, but I am more interested in just

Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Gary Whittington
I agree Che with you email.
Waiting for Raceway been a long time as well and if Tom had just made a 
inquiry on the list about which Tracks one wants to see may be just that.
It does seem to have come up before.  Smiles.
And I will give my four cents in on the subject.

Papyrus's game was great when I had sight too.
Some of my suggestion of design has come from what I notice in the game as 
sound effects, like I mentioned about the cars about your car being the cars 
engines only audible. As you know Che from Papyrus's game you could even ask 
for more effects like sound and graphics like more cars being visible.
Having more will effect racing on a machine that can not handle even the 
skid marks on the trcks, but the idea of the sound of four cars North, west, 
sought and East of yours is a must.
the cars in front will be a little more muffled then a car behind lets say 
to give the different sound for game play in stereo.

My other suggestions come from a text base Nascar simulator.

I do understand both sides of the coin.
Tom may feel at times to take a break from one project to take on another.
Restarting with projects cause of an idea my pop up and one wants to put it 
in effect or getting stuck on a problem and need to give it some thought 
while working on something else to keep things moving along.

Raceway had not gotten much attention for a while and its nice to see the 
subject matter its its own air time like this just just some foot note in 
Tom's update about his games.  Smiles.

So, if Tom plans to work on  Raceway for a week, cool.
Its been nice to help at least Steer Tom in our direction to make 
racewaygreat game like Papyrus.

Crash
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 26, 2007 9:22 PM
Subject: Re: [Audyssey] Raceway tracks.


  Yes, all of the ovals run counter clockwise, so if you are going to model
 your game after Nascar and the actual tracks, that would be the way to go.
  Keep in mind however that Nascar runs a few road courses each year, such
 as Watkins Glen, which in my opinion is the best road course in the 
 states,
 and when I could see it was my favorite track in Papyrus' game Nascar 3, 
 the
 best and most realistic driving simulation I ever played by far.
  One thing I would like to suggest here though, just my personal opinion.
 I would focus solely on Monty until it is finished, then move on to 
 Raceway
 instead of coding a little here then a little there  back and forth back 
 and
 forth.  It sounds like from recent posts that you are dabbling with the 
 Star
 Trek game, Raceway and Monty all at the same time and in my experience, 
 this
 causes delays and inefficiencies in programming that are larger than the 
 sum
 of their parts.
  A lot of people have been waiting a long long time on Monty, and I think
 it would boost their confidence in you and your abilities to release a 
 high
 quality commercial game to get it polished off and finished before going 
 on
 to something much more complicated such as Raceway.
  Again, just my two cents worth as a fellow developer, but I fell into the
 trap of bouncing between a couple different projects while working on Rail
 Racer for a while, and it just wastes a lot of time basically.  Once I
 hunkered down and focused solely on Rail Racer, I found it was much easier
 to get back into the code day in and day out and get it finished, as I
 didn't have other projects on my mind to distract me.
  Good luck with it, I can't wait to check out Raceway, I will be one of 
 the
 first customers when it is ready for beta purchase.
  Later,
  Che


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Thomas Ward
Hi,

Quote
I would like to see at least one track being clay this being a half or
quarter mile.
This can be a add on later.
End quote

Sure. I don't think Raceway is going to be a one shot deal. I am sure 
there will be lots of smaller additions such as this that can be added 
on later.

Quote
I payed for Raceway couple times over and wish to see at least a running 1.0
version of the game.
End quote

Quite understandable. There are allot of folks who invested in this game 
as well, and I felt I had to complete it else it wouldn't get done in 
this life time.

Quote
Tom looks to be wanting to start Raceway on a good track by programming
with the latest tools.
End quote

Absolutely. I've already solved many issues with user account control 
etc, and whatever else Raceway is going to be quite up to date 
technology wize. I hope it will have a long support cycle.

Quote
Weather Conditions:
For version 1.0 I say is not a big concern.
Since most raceing events are done in the summer, bad wather only happens
rarly.
End quote

Good point. I'm glad to feel I can worry about weather at some later date.

Quote
Field Size:
AS a reminder to what I posted before.
Track size will determine size of the field of number of cars in a race.
To, get the game out faster I susgest that the Tracks should be near the
same size.
End quote

Good idea. Basically, I expect the first betas of the game will have 
very generalised tracks, cars, etc however as testing progresses some of 
this stuff can be added on.

Quote
Seeing a field this large will make Raceway a truer Raceway sim.
If SAPPY is used to annouce certain things like drivers names and car
numbers, I suggest a editor for these items.
End quote

Yes, Sapi 5 is still used so customisable cars, racers, etc should be 
feasible.

Quote
This way if one wishes to put in real names and car numbers of Nascar
drivers they can on there own.
This could include also sponsors.
End quote

Great idea. It doesn't sound super difficult.

Quote
To even make the Nascar drivers race true to form is have certain varibles
dictate how well a racer perform during a season.
This is getting into more of a replay. type of game but it would be fun to
race aginst Jeff Gordon.
End quote

Hmm... interesting.


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Thomas Ward
Hi Gary,
Your idea of an editor for the cars and drivers sounds awesome. Even 
easier this concept is something that can easily be included.
For example, if I created an xml file with all this data a person could 
open it in notepad, edit the information and tags directly, save it and 
it should load up in the game engine with all the new info.


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Re: [Audyssey] Raceway tracks.

2007-09-28 Thread Trenton Matthews
Oh my, and can't believe this I still have the old press release of 
Raceway on the CD I got from ESP. My its been a long time since them!

Trenton Matthews

T Man TV!
Why watch it, if you can listen to it!
Web site:
http://tman.net.ms
Windows Live/MSN:
a href=http://tman.net.ms/msnim:[EMAIL PROTECTED]/a
Skype:
a href=skype:tmantv?addAd me to your Skype contacts!/a
By Phone:
303-872-7536

- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 25, 2007 7:08 AM
Subject: Re: [Audyssey] Raceway tracks.

 Hi Michael,
 Ah, yes. James North's original plan for the game included a variety of
 weather conditions such as fog, snow, rain, clear, and so on. These are
 still planned for in the game.


 Michael Maslo wrote:
 Thomas:

 So sorry when I said terrain what I meant to type was climates. Different
 climates such as rain or clear. Not sure if that would be way to hard
 either. Ust a opinion.



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Re: [Audyssey] Raceway tracks.

2007-09-27 Thread Jim Kitchen
Hi Che,

I agree.  I have always found it better at least for me, to focus on one game 
slash project at a time.  I like the feeling of finishing and putting out a 
game.  This may not be exactly accurate but if you work on 2 projects at a time 
it would take twice as long to get them to the market even though they both 
then hit the market at the same time.  Three projects three times as long etc.

Yes all NASCAR tracks turn to the left except for the two road tracks that they 
run.  In Mach 1 the first track which was version 1 turns to the right.  It did 
that because I was trying to out of memory make it like the Pole Position 
track.  I guess that half of the Mach 1 tracks turn left and the others turn 
right.  Well some both ways. grin

BFN

 Jim

O k who stole the C off of the Chardon high school again?

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Re: [Audyssey] Raceway tracks.

2007-09-27 Thread Gerry Leary
Thanks tom.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 25, 2007 8:25 AM
Subject: Re: [Audyssey] Raceway tracks.


 Hi,
 Actually, Raceway is largely going to be based on a Nascar type game.
 you will be competing for prize money and the USA Racing Cup. Each game
 will earn you certain point values which are totally identical to the
 Nascar points system.
 I don't want to add things like road courses and cross country type
 racing since it is not going to be that kind of game. You will be racing
 on tracks in a seasonal circuit like Nascar.
 Cheers.


 Gerry Leary wrote:
 Hello Tom and all,

 I think that all of those are good ideas.  I myself would also like to 
 see a
 road course where you had tosometimes stop or get out of the way of 
 Traffic.
 For instence maybe you may have to get on a fast moving highway, or stop
 somewhere for cross traffic.  Gerryi



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Re: [Audyssey] Raceway tracks.

2007-09-27 Thread Christopher Bartlett
The more variety the better from my perspective.

 Christopher Bartlett
At 04:31 PM 9/24/2007, you wrote:
Hi list,
Sometime next week I plan to take up work on Raceway again, and before I
do I'd like to have some good discussion on the kinds of tracks the game
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
mile oval tracks. However, I'm thinking the game could be more
interesting if there were some unusual shaped tracks like s shapes,
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-27 Thread Thomas Ward
Hi Che,
You are quite right. I am sort of bouncing from project to project 
trying to get them all done, and not really completing either. When I 
took over Alchemy's games I got sattled with a huge load of work, and 
then Monty players keep asking when Monty will be done and Raceway 
players which have been waiting since say 2001 or 2002 keep asking when 
Raceway is done, and I am feeling pressured to finish them both asap.
Though, I think you are correct here. Monty is quite far along in 
development,and If I settle down to working on it I could probably get 
it done in a matter of months and possably even weeks rather than 
dragging it out by dabbling with RW.


Che wrote:
   Yes, all of the ovals run counter clockwise, so if you are going to model 
 your game after Nascar and the actual tracks, that would be the way to go.
   Keep in mind however that Nascar runs a few road courses each year, such 
 as Watkins Glen, which in my opinion is the best road course in the states, 
 and when I could see it was my favorite track in Papyrus' game Nascar 3, the 
 best and most realistic driving simulation I ever played by far.
   One thing I would like to suggest here though, just my personal opinion. 
 I would focus solely on Monty until it is finished, then move on to Raceway 
 instead of coding a little here then a little there  back and forth back and 
 forth.  It sounds like from recent posts that you are dabbling with the Star 
 Trek game, Raceway and Monty all at the same time and in my experience, this 
 causes delays and inefficiencies in programming that are larger than the sum 
 of their parts.
   A lot of people have been waiting a long long time on Monty, and I think 
 it would boost their confidence in you and your abilities to release a high 
 quality commercial game to get it polished off and finished before going on 
 to something much more complicated such as Raceway.
   Again, just my two cents worth as a fellow developer, but I fell into the 
 trap of bouncing between a couple different projects while working on Rail 
 Racer for a while, and it just wastes a lot of time basically.  Once I 
 hunkered down and focused solely on Rail Racer, I found it was much easier 
 to get back into the code day in and day out and get it finished, as I 
 didn't have other projects on my mind to distract me.
   Good luck with it, I can't wait to check out Raceway, I will be one of the 
 first customers when it is ready for beta purchase.
   Later,
   Che 
   


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Re: [Audyssey] Raceway tracks.

2007-09-27 Thread jason
Hello Thomas I support your idea on different shaped tracks.  Maybe we can 
have a football shaped track or a flying saucer shaped track and many more.
your friend,
Jason
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, September 24, 2007 7:31 PM
Subject: [Audyssey] Raceway tracks.


 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I
 do I'd like to have some good discussion on the kinds of tracks the game
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
 mile oval tracks. However, I'm thinking the game could be more
 interesting if there were some unusual shaped tracks like s shapes,
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-26 Thread Thomas Ward
Hi Shaun,
Raceway would only be a one-time payment. You would pay for the game 
while it was in beta at a slightly reduced discount, and testers would 
be able to test the game as it was being designed. Then, when Raceway is 
released testers will get a free upgrade to 1.0.



shaun everiss wrote:
 How would the payed testing work.
 With all the currencies, etc as they are, and me having no direct 
 credit card option, I am not keen about paying for a monthly test type thing.
 But probably one off payments per project would be ok.
   


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Re: [Audyssey] Raceway tracks.

2007-09-26 Thread shaun everiss
aah.
thats ok then.
At 01:52 a.m. 27/09/2007, you wrote:

Hi Shaun,
Raceway would only be a one-time payment. You would pay for the game
while it was in beta at a slightly reduced discount, and testers would
be able to test the game as it was being designed. Then, when Raceway is
released testers will get a free upgrade to 1.0.



shaun everiss wrote:
  How would the payed testing work.
  With all the currencies, etc as they are, and me having no direct
  credit card option, I am not keen about paying for a monthly test 
 type thing.
  But probably one off payments per project would be ok.
 


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Re: [Audyssey] Raceway tracks.

2007-09-26 Thread Thomas Ward
Hi Ron,
Well, weather you need a hard lef turn or say an easy left turn usually 
depends on the size of the track in question. For example if it is a 
half mile oval track the curves are much sharper than a two mile track.
I don't think game wize if the track moves clockwize or counter 
clockwize it makes much of a difference. I've seen it both ways. The 
Nascar games for NES, PC, etc all move counter clockwize since that is 
how Nascar tracks are. However, in games like Poll Position I remember 
them moving clockwize.

 

Ron Schamerhorn wrote:
 Hi Tom

   As for the direction of the track I don't really see alot of difference in 
 game play, though that could be largely due to my lack of experience with 
 racing games.
   As for styles of tracks, I do think it will add some variety to the game, 
 instead of always right turn, hard right, there might be something like a 
 easy left turn, right turn hard left or some such.  Mixing it up some is a 
 good idea.

 Ron 


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Re: [Audyssey] Raceway tracks.

2007-09-26 Thread Ron Schamerhorn
Now giving it thought Pole was indeed clockwise around the track, but I 
don't see any difference which direction a players car runs.

Ron

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 26, 2007 10:48 PM
Subject: Re: [Audyssey] Raceway tracks.


Hi Ron,
Well, weather you need a hard lef turn or say an easy left turn usually
depends on the size of the track in question. For example if it is a
half mile oval track the curves are much sharper than a two mile track.
I don't think game wize if the track moves clockwize or counter
clockwize it makes much of a difference. I've seen it both ways. The
Nascar games for NES, PC, etc all move counter clockwize since that is
how Nascar tracks are. However, in games like Poll Position I remember
them moving clockwize.



Ron Schamerhorn wrote:
 Hi Tom

   As for the direction of the track I don't really see alot of difference 
 in
 game play, though that could be largely due to my lack of experience with
 racing games.
   As for styles of tracks, I do think it will add some variety to the 
 game,
 instead of always right turn, hard right, there might be something like a
 easy left turn, right turn hard left or some such.  Mixing it up some is a
 good idea.

 Ron


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Re: [Audyssey] Raceway tracks.

2007-09-26 Thread Che
  Yes, all of the ovals run counter clockwise, so if you are going to model 
your game after Nascar and the actual tracks, that would be the way to go.
  Keep in mind however that Nascar runs a few road courses each year, such 
as Watkins Glen, which in my opinion is the best road course in the states, 
and when I could see it was my favorite track in Papyrus' game Nascar 3, the 
best and most realistic driving simulation I ever played by far.
  One thing I would like to suggest here though, just my personal opinion. 
I would focus solely on Monty until it is finished, then move on to Raceway 
instead of coding a little here then a little there  back and forth back and 
forth.  It sounds like from recent posts that you are dabbling with the Star 
Trek game, Raceway and Monty all at the same time and in my experience, this 
causes delays and inefficiencies in programming that are larger than the sum 
of their parts.
  A lot of people have been waiting a long long time on Monty, and I think 
it would boost their confidence in you and your abilities to release a high 
quality commercial game to get it polished off and finished before going on 
to something much more complicated such as Raceway.
  Again, just my two cents worth as a fellow developer, but I fell into the 
trap of bouncing between a couple different projects while working on Rail 
Racer for a while, and it just wastes a lot of time basically.  Once I 
hunkered down and focused solely on Rail Racer, I found it was much easier 
to get back into the code day in and day out and get it finished, as I 
didn't have other projects on my mind to distract me.
  Good luck with it, I can't wait to check out Raceway, I will be one of the 
first customers when it is ready for beta purchase.
  Later,
  Che 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread shaun everiss
I have a ffb stick and have nothing that runs with it for now.
not well.
maybe fs if I get it all to work.
At 02:05 p.m. 25/09/2007, you wrote:

Hi,
I agree that different tracks would make the game not only more
interesting, but challenging as well. A basic oval track is fun as far
as it goes, but gets to be pretty much the same after a while.
As for  force feedback that is definitely on the project list to do. I
want to support force feedback racing wheels and peddles.

ian and riggs wrote:
  i think their should be a veriyaty of tracks as well becuase then it makes
  it more challanging for the racers. will this game suppport force feed back
 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread shaun everiss
what about custom cars.
ie we start with a lump sum of cash.
With this cash we can buy the components to build a basic car.
or just get a basic car.
as we win more races and things we can upgrade our car's parts.
This adds an actual challenge before the game can begin and all 
through the game.
At 01:37 p.m. 25/09/2007, you wrote:

Hi Brandon,
I'm trying to shoot  for a more triditional paved track surface and
making the tracks level. The reason for this is Raceway is going to be
complex enough as it is. Adding different track variables like variable
elivation etc is way more complexity than I hope to design in 1.0.
Though, I'll keep it in mind for a possible update someday.


Brandon Armstrong wrote:
  yeah i have a suggestion.
  I would like to see some tracks with s curves and some tracks that drive
  like mountain roads that winde up and down.
  Brandon
 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi Ian,
Yes. Anyone who pays for Raceway during the testing cycle will be able 
to test, and will recieve an upgrade to the full product when it is 
released.


ian and riggs wrote:
 so does that mean any one who payse for the product on the bater do we get 
 to test it.
   


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi Michael,
Ah, yes. James North's original plan for the game included a variety of 
weather conditions such as fog, snow, rain, clear, and so on. These are 
still planned for in the game.


Michael Maslo wrote:
 Thomas:

 So sorry when I said terrain what I meant to type was climates. Different
 climates such as rain or clear. Not sure if that would be way to hard
 either. Ust a opinion.
   


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread gamebean
Hey Thomas, well I prefer counter clockwise, but either will actually be fine. 
As far as the weird shaped tracks, NASCAR has the road courses and while not a 
big fan of road courses, they are apart of NASCAR and feel that they do add 
some type of different quality to the racing experience. Hope this helps,
Bean
 
 From: Thomas Ward [EMAIL PROTECTED]
 Date: 2007/09/24 Mon PM 06:31:42 CDT
 To: gamers@audyssey.org
 Subject: [Audyssey] Raceway tracks.
 
 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I 
 do I'd like to have some good discussion on the kinds of tracks the game 
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1 
 mile oval tracks. However, I'm thinking the game could be more 
 interesting if there were some unusual shaped tracks like s shapes, 
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games 
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.
 
 
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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Gerry Leary
Hello Tom and all,

I think that all of those are good ideas.  I myself would also like to see a 
road course where you had tosometimes stop or get out of the way of Traffic. 
For instence maybe you may have to get on a fast moving highway, or stop 
somewhere for cross traffic.  Gerryi
- Original Message - 
From: Michael Maslo [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, September 24, 2007 6:18 PM
Subject: Re: [Audyssey] Raceway tracks.


I personally think a figure 8 would be cool, short s's and maybe different
 terrains. I don't care if it is counter clock wise or clock wise. I just
 love to race.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Thomas Ward
 Sent: Monday, September 24, 2007 6:32 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] Raceway tracks.

 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I
 do I'd like to have some good discussion on the kinds of tracks the game
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
 mile oval tracks. However, I'm thinking the game could be more
 interesting if there were some unusual shaped tracks like s shapes,
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi Shaun,
That is a good suggestion, but one I will have to consider carefully. In 
order to carry out this custom stock car idea I need to research how 
this is done in Nascar.
It is my understanding it is the sponcer who provides the car, service, 
and so on. The driver then wins the prize money if he/she wins.


shaun everiss wrote:
 what about custom cars.
 ie we start with a lump sum of cash.
 With this cash we can buy the components to build a basic car.
 or just get a basic car.
 as we win more races and things we can upgrade our car's parts.
 This adds an actual challenge before the game can begin and all 
 through the game.
   


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi Shaun,
FF sticks are more flight game controllers. I'm sure it would work, but 
Raceway is going to primarily target racing wheels, peddles, and other 
specialised racing devices.


shaun everiss wrote:
 I have a ffb stick and have nothing that runs with it for now.
 not well.
 maybe fs if I get it all to work.
   


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi,
Actually, Raceway is largely going to be based on a Nascar type game. 
you will be competing for prize money and the USA Racing Cup. Each game 
will earn you certain point values which are totally identical to the 
Nascar points system.
I don't want to add things like road courses and cross country type 
racing since it is not going to be that kind of game. You will be racing 
on tracks in a seasonal circuit like Nascar.
Cheers.


Gerry Leary wrote:
 Hello Tom and all,

 I think that all of those are good ideas.  I myself would also like to see a 
 road course where you had tosometimes stop or get out of the way of Traffic. 
 For instence maybe you may have to get on a fast moving highway, or stop 
 somewhere for cross traffic.  Gerryi
   


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Davy Kager
Hi,

Will you be contacting Davy Loots of PlayingInTheDark? The last thing I 
heard from him is that he planned to port Top Speed to C#. Thus I suppose he 
may have some tips 'n tricks for you -- especially regarding track editors 
and terrains.

Cheers! 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Thomas Ward
Hi,
Perhaps. I'll cross that bridge when I come to it. Right now I am 
recording some music tracks for the game play. Me and my trusty keyboard 
are cranking out hopefully some really cool background music.


Davy Kager wrote:
 Hi,

 Will you be contacting Davy Loots of PlayingInTheDark? The last thing I 
 heard from him is that he planned to port Top Speed to C#. Thus I suppose he 
 may have some tips 'n tricks for you -- especially regarding track editors 
 and terrains.

 Cheers! 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread shaun everiss
How would the payed testing work.
With all the currencies, etc as they are, and me having no direct 
credit card option, I am not keen about paying for a monthly test type thing.
But probably one off payments per project would be ok.
At 01:28 a.m. 26/09/2007, you wrote:

Hi Shaun,
That is a good suggestion, but one I will have to consider carefully. In
order to carry out this custom stock car idea I need to research how
this is done in Nascar.
It is my understanding it is the sponcer who provides the car, service,
and so on. The driver then wins the prize money if he/she wins.


shaun everiss wrote:
  what about custom cars.
  ie we start with a lump sum of cash.
  With this cash we can buy the components to build a basic car.
  or just get a basic car.
  as we win more races and things we can upgrade our car's parts.
  This adds an actual challenge before the game can begin and all
  through the game.
 


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Re: [Audyssey] Raceway tracks.

2007-09-25 Thread Ron Schamerhorn
Hi Tom

  As for the direction of the track I don't really see alot of difference in 
game play, though that could be largely due to my lack of experience with 
racing games.
  As for styles of tracks, I do think it will add some variety to the game, 
instead of always right turn, hard right, there might be something like a 
easy left turn, right turn hard left or some such.  Mixing it up some is a 
good idea.

Ron 


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[Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi list,
Sometime next week I plan to take up work on Raceway again, and before I 
do I'd like to have some good discussion on the kinds of tracks the game 
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1 
mile oval tracks. However, I'm thinking the game could be more 
interesting if there were some unusual shaped tracks like s shapes, 
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games 
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Brandon Armstrong
yeah i have a suggestion.
I would like to see some tracks with s curves and some tracks that drive 
like mountain roads that winde up and down.
Brandon
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, September 24, 2007 6:31 PM
Subject: [Audyssey] Raceway tracks.


 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I
 do I'd like to have some good discussion on the kinds of tracks the game
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
 mile oval tracks. However, I'm thinking the game could be more
 interesting if there were some unusual shaped tracks like s shapes,
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.


 ---
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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Michael Maslo
I personally think a figure 8 would be cool, short s's and maybe different
terrains. I don't care if it is counter clock wise or clock wise. I just
love to race.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 24, 2007 6:32 PM
To: gamers@audyssey.org
Subject: [Audyssey] Raceway tracks.

Hi list,
Sometime next week I plan to take up work on Raceway again, and before I 
do I'd like to have some good discussion on the kinds of tracks the game 
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1 
mile oval tracks. However, I'm thinking the game could be more 
interesting if there were some unusual shaped tracks like s shapes, 
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games 
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Reinhard Stebner
could we have a track editor as well?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 24, 2007 6:32 PM
To: gamers@audyssey.org
Subject: [Audyssey] Raceway tracks.

Hi list,
Sometime next week I plan to take up work on Raceway again, and before I 
do I'd like to have some good discussion on the kinds of tracks the game 
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1 
mile oval tracks. However, I'm thinking the game could be more 
interesting if there were some unusual shaped tracks like s shapes, 
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games 
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread ian and riggs
i think their should be a veriyaty of tracks as well becuase then it makes 
it more challanging for the racers. will this game suppport force feed back
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, September 25, 2007 12:31 AM
Subject: [Audyssey] Raceway tracks.


 Hi list,
 Sometime next week I plan to take up work on Raceway again, and before I
 do I'd like to have some good discussion on the kinds of tracks the game
 will support.
 Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
 mile oval tracks. However, I'm thinking the game could be more
 interesting if there were some unusual shaped tracks like s shapes,
 figure 8 tracks, and so on. What do you racers think?
 Also Nascar tracks tend to always move counter clockwise. Yet some games
 like Poll Position had clockwise movement as well. Any preference here?
 Thanks.


 ---
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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread shaun everiss
Any news on when we can apply for testing, I'm always interested.
As for tracks, I'm not much of a racer, but different serfices and 
lengths, etc I suppose.
I don't really watch much moter sports.
At 11:31 a.m. 25/09/2007, you wrote:

Hi list,
Sometime next week I plan to take up work on Raceway again, and before I
do I'd like to have some good discussion on the kinds of tracks the game
will support.
Obviously, it wouldn't be Nascar-like without 2 mile, half mile, and 1
mile oval tracks. However, I'm thinking the game could be more
interesting if there were some unusual shaped tracks like s shapes,
figure 8 tracks, and so on. What do you racers think?
Also Nascar tracks tend to always move counter clockwise. Yet some games
like Poll Position had clockwise movement as well. Any preference here?
Thanks.


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23/09/2007 1:53 p.m.



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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi Brandon,
I'm trying to shoot  for a more triditional paved track surface and 
making the tracks level. The reason for this is Raceway is going to be 
complex enough as it is. Adding different track variables like variable 
elivation etc is way more complexity than I hope to design in 1.0. 
Though, I'll keep it in mind for a possible update someday.


Brandon Armstrong wrote:
 yeah i have a suggestion.
 I would like to see some tracks with s curves and some tracks that drive 
 like mountain roads that winde up and down.
 Brandon
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi,
For 1.0 I am not sure I am ready to include different terrains. It is 
possible, but there is a whole lot of extra work that goes in to 
designing the engine  and even the cars just to run on a variable 
terrain. As you might realise different terrains require slightly 
different physics calculations.
A dirt or gravel track would supply some friction or force acting 
against the car. Also the car would require a tredded tire which also 
slows the car down. Where as a flat paved surface and a bald tire allows 
a car to move much faster and smoother. That's why Nascar stock cars 
always have a bald tire. A bald tire cuts down on friction allowing the 
car to reach speeds up to 215 MPH on the track.
It is not imposible to have a variable surface and different equasions 
to handle this, but I am more interested in just getting the engine 
working before I begin adding more complex variables into the mix.
Though if a variable surface is really in demand I will certainly look 
into what I need to make it happen.

Michael Maslo wrote:
 I personally think a figure 8 would be cool, short s's and maybe different
 terrains. I don't care if it is counter clock wise or clock wise. I just
 love to race.
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi,
I agree that different tracks would make the game not only more 
interesting, but challenging as well. A basic oval track is fun as far 
as it goes, but gets to be pretty much the same after a while.
As for  force feedback that is definitely on the project list to do. I 
want to support force feedback racing wheels and peddles.

ian and riggs wrote:
 i think their should be a veriyaty of tracks as well becuase then it makes 
 it more challanging for the racers. will this game suppport force feed back
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi,
As for a track editor I am still undecided about that point. I know it 
would be a big selling point, but making one user friendly could prove 
very challenging for me. I'm good in certain areas of programming, but 
writing a track editor is something I have to read up on and experiment 
with.
With the game so far behind production schedule already I'd say it would 
have to be something added in at a later date. I'm not ruling out the 
possability, but just uncertain weather I can put it into 1.0 or not.


Reinhard Stebner wrote:
 could we have a track editor as well?
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Thomas Ward
Hi Shaun,
At this point the best answer I can give for a time table is it is ready 
when it is ready. I have no official time table when testing is going to 
begin, when a demo is released, etc...
One thing I can tell you is that starting with Raceway to make testing 
fair for everyone I want to go to a paid testing setup. Microsoft does 
this, Che does this, and that tends to be more productive than just 
giving the games away for free.
Also during the testing cycle money will be coming in to fund the 
development rather than developing it and trying to collect cash all at 
once once it is sold.

shaun everiss wrote:
 Any news on when we can apply for testing, I'm always interested.
 As for tracks, I'm not much of a racer, but different serfices and 
 lengths, etc I suppose.
 I don't really watch much moter sports.
   


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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread ian and riggs
so does that mean any one who payse for the product on the bater do we get 
to test it.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 25, 2007 3:10 AM
Subject: Re: [Audyssey] Raceway tracks.


 Hi Shaun,
 At this point the best answer I can give for a time table is it is ready
 when it is ready. I have no official time table when testing is going to
 begin, when a demo is released, etc...
 One thing I can tell you is that starting with Raceway to make testing
 fair for everyone I want to go to a paid testing setup. Microsoft does
 this, Che does this, and that tends to be more productive than just
 giving the games away for free.
 Also during the testing cycle money will be coming in to fund the
 development rather than developing it and trying to collect cash all at
 once once it is sold.

 shaun everiss wrote:
 Any news on when we can apply for testing, I'm always interested.
 As for tracks, I'm not much of a racer, but different serfices and
 lengths, etc I suppose.
 I don't really watch much moter sports.



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Re: [Audyssey] Raceway tracks.

2007-09-24 Thread Michael Maslo
Thomas:

So sorry when I said terrain what I meant to type was climates. Different
climates such as rain or clear. Not sure if that would be way to hard
either. Ust a opinion.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Monday, September 24, 2007 8:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Raceway tracks.

Hi,
For 1.0 I am not sure I am ready to include different terrains. It is 
possible, but there is a whole lot of extra work that goes in to 
designing the engine  and even the cars just to run on a variable 
terrain. As you might realise different terrains require slightly 
different physics calculations.
A dirt or gravel track would supply some friction or force acting 
against the car. Also the car would require a tredded tire which also 
slows the car down. Where as a flat paved surface and a bald tire allows 
a car to move much faster and smoother. That's why Nascar stock cars 
always have a bald tire. A bald tire cuts down on friction allowing the 
car to reach speeds up to 215 MPH on the track.
It is not imposible to have a variable surface and different equasions 
to handle this, but I am more interested in just getting the engine 
working before I begin adding more complex variables into the mix.
Though if a variable surface is really in demand I will certainly look 
into what I need to make it happen.

Michael Maslo wrote:
 I personally think a figure 8 would be cool, short s's and maybe different
 terrains. I don't care if it is counter clock wise or clock wise. I just
 love to race.
   


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