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Symphonic

Turn Based Racing

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This was inspired by hase''s comment on this thread. My questions: Which elements of conventional real-time racing games are translatable to a turn-based structure? and which are not? What new elements can be incorporated into a turn-based racer? Are there any games out/in production which classify themselves are turn-based racers? Turn-based racing would no longer be about lightning fast reflexes. There would be a distinct pitch shift over to more of a ''strategic racing game'' but what strategies exist in racing games that are not made trivial by slowing down the fast-paced reflex dependent gameplay? Imagine a simple car-racing game where you can plot your car''s course every few seconds, deciding exactly where the driver should slow down for turns, just how to knock other cars around, and so on. What sort of implementation could maximize the trade-off of strategy over speed, so that the final product is a meaningful experience? struct {person "George D. Filiotis";} Symphonic; Are you in support of the ban of Dihydrogen Monoxide? You should be!

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Formula De ROCKS!

One of the better board games I''ve played! (and that''s more than most )

There''s also a freeware version of it for the computer... shuold be a link from that site.

Probably much more fun off the computer though..And a lot less buggy

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There was this very cool racing game I used to play during school classes. You need paper with a square pattern (commonly used for math). Draw a top view racetrack on it, draw a start/finish line and you''re set to go. At any turn each car can be located on an intersection point (the paper has many horizontal and vertical lines forming squares). The start line must be drawn over a paper line and the start position for each car needs to be at an intersection point. At each turn, each player can move his car in one of the 9 points near the point where he would be if his car went on with the same speed as the last turn. So, if at one turn you move your car five points up, at the next turn you can move the car four, five or six points up and one point left or one point right or straight ahead. The moving is realised by drawing a line between the start and end intersection point of the car. If at any moment the line segment the player chooses his car to go to intersects the outside of the track, the car must start from the nearest intersection point to the collision point with an initial speed of 0. Limits to the maximum speed can be imposed (although they aren''t very necessary).

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