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How to make turning difficult in simple race game..

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I came up with rules for a turnbased racing game, very inspired by the old game SuperCars II for the Amiga (best racing game evar :D) where you could actually shoot different kinds of missiles at your opponents and upgrade your car after the races and stuff. Most of the rules are done, however I''m not entirely pleased with the way the turning is done. Here is a typical map:
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First, I simply said that if the player wanted to change direction (say from "South" to "Southeast"), he''d roll a dice and if he rolled 6 for example, he couldn''t turn and something bad happened. But this only requires two rolls per 90 degree turn, which seems kind of easy, or something? What''s your opinion on this? Also, another thing, I want the players to be able to crash/ram their opponents, and what I thought was that whenever two cars are within one "distance unit" from eachother, both have to roll a die and see if they manage to ram the other vehicle. Anyone who succeeds get to move the other car one (or maybe more) step(s). The problem is that since I want simultaneous turns (first I move a step, then you, then I, etc until all have finished their number of moves) there will be a whole lot of dice-rolling.... Also, it seems very random since the same rules apply to both cars. But at the same that''s kind of realistic. I do have some stats (like Controlling) that can influence these things for players'' benefits, but they''re more optional; the game should be logical and playable without them. ------------------ "Kaka e gott" - Me Current project: An RPG with tactical, real-time combat with a realistic damage system, and randomly generated world and dialogue.

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You could look up the game called "Formula De" of which I believe a computer version has been made for the die hard fanatics. It''s probably the best racing boardgame ever.

Otherwise I remember a really cool game we played when I was in school that had particularly good rules for turning :
The game is played on a grid. Similarly to Go, your car is placed on the intersection of lines on the grid.
A is your last position. O your current position.
To calculate B your next position, vector O->B is equal to vector A->O. You get to modify the resulting position by one grid unit in any direction, allowing you to accelerate, break, and turn.
The fact that you take the symetric from your previous position means that you need to anticipate turns and breaking otherwise you end up outside of the track.
Very simple rule, and yet I think we played the game for the duration of my highschool studies and then some more in college...
all you need is grid paper, a pencil and someone to play with.


Sancte Isidore ora pro nobis !

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I''ve played both those games :D Formula DE is a truly awesome game!

The name of the other game, I think, is RaceTrack (at least that''s the name of an old windows game with those rules )


I did consider both these, but Formula DE isn''t a good idea because it would be hard to make good ramming rules (driving up a cars side and turning into it) because the cars go so damn fast! (:D)

Racetrack... is a pretty cool idea. But it''s the same problem there. I think, maybe I need to consider those rules more. I have a problem with them, and that is that if you really think about it, predicting the optimal route should be pretty easy. Of course it doesn''t seem that way when you play the game - I have a tendency to crash into the walls :D but it SHOULD be easy!


------------------
"Kaka e gott" - Me
Current project: An RPG with tactical, real-time combat with a realistic damage system, and randomly generated world and dialogue.

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