One possible suggestion would be to make the square slightly bigger and add holes close to the corners too. Everyone seemed to end up just driving around the central hole.
This hole-idea is nice but we have to keep it simple. Big arena with a hole in the centre is not an arena just by the definition. Less objects = better. We can make several modes but can't join them together. We can switch once to the original one arena and once to the funnel-style one with a hole in the centre but with walls on the outside so you can knockout the others in one place only.
Whole idea is based on the ring, sumo, not a survival track.
Also I guess 24 cars is the maximum if we want to avoid mayhem and lucky wins. In previous Sumo you had to think and drive tricky to win the battle with high amount of KO's few times in a row.
I want to keep that behaviour and it's impossible with 40 cars and lucky wins by chaos.
Today I've started working on another great addition to the system: a connection to a database. I will track all information from players and rounds to view back later.
I could not connect to server. (maybe the special symbols in name)
Anyway for arena, Blackwood has a building behind pits with nice flat roof. It is possible to drive on there.
Maybe use that? The concrete arenas look very abstract to me...
One possible suggestion would be to make the square slightly bigger and add holes close to the corners too. Everyone seemed to end up just driving around the central hole.
I could not connect to server. (maybe the special symbols in name)
Anyway for arena, Blackwood has a building behind pits with nice flat roof. It is possible to drive on there.
Maybe use that? The concrete arenas look very abstract to me...
I will try to make one in there as well, I will make different variations like
One possible suggestion would be to make the square slightly bigger and add holes close to the corners too. Everyone seemed to end up just driving around the central hole.
We did some test rounds yesterday and I think it's safe to say it's a lot of fun! Right now I'm working on adding achievements to the Insim, and everything is saved in the database. So you can now check your stats and so on. Now all we need is some players!
Today me and UM21 have worked on a large list of achievements. We think this will add some competition to the game, and something else to play for. The game is working well and I'm really pleased with the progress I've booked in these couple of days. I can't thank all the old veterans enough for helping me test and think for new and fun ideas. Now all we need is more people!
Today me and UM21 have worked on a large list of achievements. We think this will add some competition to the game, and something else to play for. The game is working well and I'm really pleased with the progress I've booked in these couple of days. I can't thank all the old veterans enough for helping me test and think for new and fun ideas. Now all we need is more people!
One question for the programmers amongst us: is there any way I can detect people with high ping? I am aware of the lag flag in the MCI packet, but that's not enough.
The server seems to perform fine, but there are obviously some people with high pings that spike above 200 which cause 'lag hits' for others. I was wondering if I can detect those people somehow...
I've heard airio has some sort of lag percentage in its options? How does that work? Is that also simply the MCI lag flag? Maybe the refresh interval of airio is very high so it can detect it? I have it set to 100 right now, but it doesn't seem to detect enough people.