So for the past couple of weeks, I've been working on a sequel to CSRacing.
Warning: Long rant about CSRacing 1's mechanics ahead
There are quite a few issues with the original racing engine: It barely factors in RPM at all besides the launch- Gear changes were not determined by ratios or redline but rather your MPH- meaning that the ideal time to change gears was always right before the max MPH allowed in each gear was reached, rather than anything to do with peak torque or horsepower.
The "power band" in CSRacing is a completely flat line (Imagine every car having a poorly made CVT transmission) with the acceleration rate being the same throughout a gear no mater what speed you were moving at.
There's also the complete lack of any sort of wheelspin/traction mechanic. Every car has perfect grip all the time.
The main problem with the simple driving mechanics was balancing opponent drivers: when your acceleration speed is essentially determined by two numbers (Your car's acceleration rate * (1-(Gear* accel level deduction per gear))) it makes it hard to have the opponents be challenging yet not too difficult for every car in a tier. Naturally, some of the crew battle races can only be feasibly beaten by one, maybe two out of a total of ten of a tier's cars, making making several cars effectively useless in that mode. (Kenido, the Tier 2 leader, is a particularly bad example of this as you are basically forced to use the GT-R R34 to beat Race 3 against him. This also applies to Goomzo's [Tier 1 Leader] Race 3 albeit to a lesser extent as while the Javelin is the best car for that race and the starter car [The Sivic Si] doesn't cut it, certain other cars can still be used to beat him.)
This issue could have been solved by expanding on the archaic tuning system (which was finished rather early on in the game's development), which only allowed you to upgrade a car 3 times (which essentially just adds 0.3 to its acceleration value)
However, to flesh out the tuning system to allow for different parts to be fitted to the car (ex. tires, exhaust kits, etc.) instead of just general purpose upgrade packages would have required a new racing engine.
There's also more minor issues such as the rpm not being able to display whole values correctly (for example an RPM value of 6 on certain carslike the GTR R34 may appear as 6.05(Deluxe) or 6.25(Original)) revving the engine and getting perfect starts in Deluxe on M+ revisions of the CE/ the CE python being much more difficult than in the original due to the increased speed of the calculator creating a need for MUCH faster mashing.
TL;DR, the old engine is too restrictive so I'm rewriting it in this sort of semi-sequel to CSRacing.
In this half-sequel-half-demo, I'm looking to fix many of these issues with the engine now (as well as making quite a few visual tweaks) before I try and make the jump to a less restrictive language like C to do a full sequel to the game. The game also is no longer split into two programs- just one now
As for the name: CSRacing Evolution.
Here's some screenshots of the current version (game is not available publicly yet):
I've already made several visual improvements over Deluxe, most notably the removal of the original's infamous "car trails". While this does result in the game running a bit slower, this does help make it much more playable on those newer, faster CE models.
There's also a timer now (the unit of time is arbitrary, it's essentially the amount of cycles it takes to reach the finish line) that allows you to compare times with other people.
The track length is also now almost three times as long as the original, (240*length multiplier arbitrary units as opposed to 85*length multiplier) allowing for longer and more intense races.
I've only added one out of a total of six planned cars (2 for each tier), and even that first car is mostly copy-paste from the first game (Focus RS '09) as I still have a lot of work to do on the mechanics.
This game wont be nearly as large content wise as the original, as this is more of a demo if anything- think of this as something more in line with games like Gran Turismo 5: Prologue
if that makes any sense; a precursor for things to come.
Of course, that may be subject to change- right now I have no plans to have a new Crew Battle mode in CSRacing Evolution (I still haven't even removed the first game's crew battle mode from Evolution's code)
, but likely will substitute it with a different campaign mode. The Car Specific, Ladder, Regulation, and Custom Spec modes will be returning in Evolution.
The game is still pure TI-BASIC, same as before.
I might make a new topic for CSRacing Evolution once I have more to show(and probably some sort of alpha release). Until then, I'll be using this.
The CSRacing II: Evolution topic can be found here.