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3 Suggestions for Project Torque

SempreFundo

New member
3 Suggestions for Project Torque:


1st - CTF (catch the flag) Teams Mode (red team vs blue team, car original colors must change to identify which team it belongs)
in the end, the report must show which team won (besides the individual players contribution points)
(3 ou 4 teams can be a possibility)


2nd - pass the bomb - this mode is the opposite of catch the flag; every player tries to pass the bomb to other before it explodes
In the beginning, bomb is drawn to one of the players.
A game with this functionality is: Crashday (pc game)


3rd - in practice mode, ghost mode should work as the best lap made by the player (lap recorded);
for instance: in 1st lap there is no ghost mode running; in the 2nd lap the player can see his ghost car of his best lap (in this case: previous lap), and so on.
A game with this functionality is: BMW M3 challenge.
This functionality should help to improve lap records (correcting driving mistakes).

best regards
 
1. Team modes were ingame. They will eventually return.

2. That'd be an interesting gamemode to see. Would probably need work.

3. Not sure how implementable that'd be.
 
1. Team modes were ingame. They will eventually return.

2. That'd be an interesting gamemode to see. Would probably need work.

3. Not sure how implementable that'd be.




The 2nd suggestion, "pass the bomb" mode should work like "Catch the Flag", but with a little differences:

In the beginning, players start near each other (star/ring formation), bomb is drawn (assigned) randomly to one of the players. In the car's roof should appear a device (red ball or something visible (like the flag in CTF) so anyone can see it clearly).
The bomb has a timer: 30, 35, 40, 50 or 60 sec (or less) previously determined is room settings.
When a player hits another player, the bomb is passed, but the timer isn't reseted (or maybe reseted, is up to you, that parameter should be a setting to define previously in room settings).
If timer is reseted gives to players more time to decide strategy. If not, the game is more competitive (and funnier, I think).
Every player can see/know the bomb timer on his HUD.
If bomb explodes before player can pass it to other, the car suffers a jump (like the gate camping effect in CTF) and a X sec penalty (car stays unmoveable, like in CTF when cars loses flag by recovering process made by player, not by rolling over).
After the bomb explosion, bomb is assigned randomly to other player (meanwhile, the "exploded" player is suffering his penalty, so he is out of that assignment/draw). Or bomb could be assigned to the farest or nearest player (distance related to the exploded bomb), another parameter to define previously in room settings. (Actually in CTF, the distance from each player to the flag already is accounted (is shown in the HUD)).
So, the game continues as the next player with the bomb tries to pass it to other, except to the previous exploded player, which car is unmouveable for X sec, so in that way he is immune (ghost mode) for some Y secs in order to start moving and gain some speed to escape from bomb, (note to this disadvantage could be exploited by the actual bomb car, who is looking for an easy "prey" to pass the bomb: the last car exploded; to prevent this happens, Y sec in ghost mode to the exploded player (after explosion) are a need).

The punctuation system should be similar to CTF and Drift modes.
The player with more time with the bomb (bomb run), without suffering the explosion should earn more points.
If the player explodes, he loses the points of his recent "running bomb" (recent time period in which he had the bomb), like the actual drift mode: while drifting if car hits some obstacle, or other car, drift moment accumulated points are lost).

So, the game mode isn't always escaping from the bomb. Is searching the bomb when bomb timer is huge and escaping from it (or passing it) when timer is little.
The last 10 secs "bomb run" before explosion should give more points to player who did that "bomb run" (without suffering explosion, of course).
Running/driving near the bomb (without having the bomb) should give more points to players than driving far to it, like the CTF mode: the players that pursuit flag and make the effort to stay near to it (flag) can gain more points than others that are farer.

The final report should count how many explosions players suffered, points earned, "bomb run" time and "run near bomb" time.
The winner would be the player with more "bomb runs" with less explosions suffered (bomb runs evaluated by time length, the longer the more valuable will be), or "runs" near the bomb (all evaluated by time length).

some final details:
If player with the bomb presses R for recovering or rolls over his car the bomb isn't lost, but remains in the car's roof and timer continues counting.
Like in CTF, flag can't be stolen after a recent steal. Can be stolen again only after 3 sec. In bomb passing should happens the same.

The maps can be the actual CTF maps, or smaller ones (round ones like bullfighters arenas.
Destruction derby pc game demonstrates it:



So, I think you guys have the code mostly done (MODEL). It's only a matter of changing it a little (CONTROL) and making some new visual stuff (VIEW).






The 3rd suggestion, best lap in ghost mode, should be the combination of: "best lap replay" and the actual practice running lap (for each lap of the practice session).
Eventually, the "best lap replay" could change to better, the actual lap done by player.
So, each lap must be recorded (like a replay tape) and if its finish time is better than the best until the moment, that "lap replay" should be promoted to "best lap replay" and should be the "ghost mode" in the next running lap.
The ghost car should start always when the player reaches start/finish line. If ghost car reaches finish line first, then it must wait for the player until he reaches finish line too.
If player reaches finish line first, best lap replay should be updated (previous lap) and ghost car should never end that lap (never reach finish line), and "best lap replay", now updated, should start at same time player reaches finish/star line.
The intention is to have the ghost car synchronized with the player in each lap. Player must see the ghost car like a metric or scale/comparison to know if he's doing better or worse in each moment of lap, (besides the actual checkpoints that actually give the player a numeric (colored) track portion performance time).
The replay mode functionality must be combined/associated to the lap practice functionality, but the replay mode should be set in "ghost mode".
I believe you have the functionality code to these requisitions already done, but separately. Its only a matter of combination/conjugation .
 
I knew I'd see DD for the second suggestion and I'm glad.
It sounds like a fun mode.

No doubt.
I see (anticipate), maybe, 1,5 month of work (debugging and testing included). But depends the size of the developing team, how free/available they are and what are team priorities at the moment. (...and how the code has been made...)
Are you hiring ?
 
the team consists of 2 guys. the coding is an absolute train wreck originally written by the dumbest coders to ever walk the planet. the main focus now can be seen here, https://community.projecttorque.racing/threads/roadmap.467/ . Right now the dev team is waiting for the ip owner to send the other half of the tools needed to add anything to the game as well as waiting for them to send more files for stuff that was has been in other versions of the game. They've been waiting a good 9 months now and still no eta on when this will happen. The IP owners now make cell phone games and aren't directly working on this game so this entire fan based revival is of next to no importance or priority to them. None of us are on the team currently working on it, its just Jack and 1 of his friends. Both working for free on the game in their spare time. Half of all money gained from gp sales goes to Invictus, the IP owners, and the other half is used for server upkeep etc.
 
...the coding is an absolute train wreck originally written by the dumbest coders to ever walk the planet...

I believe what they sold to Jack and his team was: obfuscated code.
No developer works against himself by doing unreadable code. So what they sent/sold to Jack was "something" like a "pain in the ass".
Professionally, no one makes easier the others life, especially in the software development area. All we can count on are family and friends (with big F).
I live in a latin country, so I know so well what that is... ...work pro bono, lack of association or support, one man by itself where there are a team but not supporting each others, always looking for self gain, self prestige, self reputation, the credits (even without having contributed) and money (no matter the means, steal if the opportunity pops up).
The hard work, cost, loss and damage are to others... ...welcome to what a latin country, professionally, is.

I'm very sensitized with I've read in topic: roadmap.467

Is there a way to speed up development ideas or suggestions (besides the wait time for IP owners to send content and tools needed) to add new stuff, like game modes ?

Can someone (game player, member or friend) help by contributing with some development (code writing, diagrams, design) ?
Suggestion: If Jack and his team develop a "secure way" to propose problems (game problems) so in that way he could deliver work to others who want to help. Like a distributed system: divide to conquer.
note: by "secure way" I mean: a way by not telling or deliver the stuff as it is, but part of it and looked alike (or similar). Presenting the part, not the whole, but dissimulated.
 
Not really, Jack isn't accepting help at the moment. he does some times post a topic asking for suggestions or artwork for the game. Also while normally the code thing might be correct, this is not the case for PT. The reason PT's later version Heat Online closed its door was because the coding was that unworkable. It was going to cost the company more to fix it than it could make in a month to pay people to fix it. And as it was it was becoming damn near unplayable with massive memory leaks and easily hackable coding that made it easy for people to cheat and made you have to restart the game every 30 mins to an hour because you'd run out of ram due to the memory leaks. The original dev team really was absolute shit at coding. This isn't a joke or exaggeration, they really are that bad. Now the company does mobile games, and those mobile games aren't even that popular, none of them being anything I've ever heard of before so if I had to guess I'd say they haven't gotten any better at it. Also given the the IP owner makes 50% of all money taken in by PT... they wouldn't want to make Jack's job harder as it would mean less money for them doing nothing. SO they really would be shooting themselves in the foot by making his job harder. No in fact Invictus told Jack this revival was a waste of time because the coding was too broken to be fixed and it wasn't worth the time investment to get it working assuming its even possible. which is why they are being as hands off as possible because to them this is a lost cause and a just a pointless attempt by a bunch of fans to not let a dead game die. Hell they tried to talk Jack out of spending the 10,000 dollars to pay for publishing rights. Yes why in the hell would a company tell someone not to give them money. Because they knew just how truly broken the game code was. So while waiting for the IP owner to send over the stuff needed, Jack and his pal has been reverse engineering the code to make heads and tails for what does what. For an example of something this game does which from the words of others who are programmers in the community no game does. the database has to store the data in 3 locations and can't just simply reference back. If one of the 3 locations isn't complete then that item, car, upgrade, etc. won't be in the game. so anything that is added needs to be added 3 times. each line of code has to be put in 3 times. So yeah that in itself makes things even more of a nightmare. Right now Jack is trying to or has someone trying to create a program that will autofill the other 2 places so you only have to do the coding once.
 
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