Calculator Street Racing II: Evolution

Original announcement post can be found here



3/13 Planned cars available, 3/6 Planned Events complete.

Like the original CSRacing, CSRacing II: Evolution is a drag racing game written in pure TI-BASIC.

In this sequel, I'm seeking to improve on the racing engine, tuning, and customization aspects of the game., along with a graphics overhaul in both races and menus. However, the game will not feature the original's crew battle mode. In its place, I'm working on a time trials mode (allowing for asynchronous multiplayer) and potentially a tournament mode.


So far, I've gotten the tachometer functional, and have finished about 70% of the work on the menus. Things like the tuning system and Car Dealership are not yet complete, while other features such as the paintshop are essentially complete.


There's also been a bunch of tweaks made to the engine: Opponent cars can now appear in different colors than just black (unlike Deluxe), the infamous "car trails" from the original have been removed, the drag strip is 3x longer to make use of the CE's increased screen resolution, Losing a race no longer ends it immediately but instead waits until you cross the finish line, among other things.



There is currently only one functional car, the 2009 Focus RS, but this will be expanded to at least six total cars by the time the game is finished- two for each tier.

If you'd like to play the game or just poke holes in my code (I've included a .txt version from SC3 alongside the .8xp this time), you can find the GitHub for the project here: https://github.com/NinjaWeedle/CSRacing-Evolution
I like the new look of the racing track Smile
Great work so far! It looks like you're taking very good advantage of color and the faster speed, and I'm looking forward to seeing what else you can do with it. That use of the split graph/homescreen view is clever, as well.

You mentioned customization and tuning improvements. Could you elaborate on those a bit? I know that gear ratios and final drive are one of the planned tuning improvements, but expect that's a pretty small amount of what you have in mind. You can hold off a bit on answering this as well if you want, as I expect you'll have a post on everything later.

Looking forward to more updates! This is really pushing the limits of TI-Basic and it'll be great to see it completed. And then, people like the one reviewing DR0VE won't have to wait for the Pixel Car Racer-like game for the CE anymore...
epsilon5 wrote:
Great work so far! It looks like you're taking very good advantage of color and the faster speed, and I'm looking forward to seeing what else you can do with it. That use of the split graph/homescreen view is clever, as well.

You mentioned customization and tuning improvements. Could you elaborate on those a bit? I know that gear ratios and final drive are one of the planned tuning improvements, but expect that's a pretty small amount of what you have in mind. You can hold off a bit on answering this as well if you want, as I expect you'll have a post on everything later.

Looking forward to more updates! This is really pushing the limits of TI-Basic and it'll be great to see it completed. And then, people like the one reviewing DR0VE won't have to wait for the Pixel Car Racer-like game for the CE anymore...


Well, The main idea is to split CSRacing I's Linear upgrade system into multiple components: Tires, Transmission, Engine, and Weight. With an upgraded transmission, You'll be able to set your own gear /final drive ratios.
I'm currently working on figuring out how I'm going to implement traction at the start of races.
Currently, I haven't implemented any of this advanced tuning quite yet. I did technically add a 4th tuning stage, Drag, to the tuning menu, but that likely wont last.

In terms of customization improvements, I've made one big improvement over CSRacing deluxe: paintjobs now persist across changing cars, as the car color saves to the main save file now (LCSE) rather than just the car file (LCAE).

However, I must admit I'm running into a big problem: I'm running out of real variables to use during races. The only two real vars I have left are X and Y, and I've already used recursive n. Anyone know of any other finance vars I could abuse?

Anyway, I figure this is as good a time as ever to say that the next mode I'm working on is Time Trials. I've reasoned out a way to do time trials ghosts utilizing the times, which is where that asynchronous multiplayer thing I was talking about earlier comes into play. I'm planning to have a system in which you can your top three times for 6 different races (those being Short/Long Tier 1, Short/Long Tier 2, and Short/Long Tier 3). You'll be able to view these times in the "STATS" menu.

(Also, like last game, any car suggestions are welcome during the span of development)
I've just finished working on the Time Trials mode.

Here's an animated screenshot from CEmu finally:

(Obviously it runs a bit slow as I'm targeting the M+ rev or python CEs and CEmu emulates an older rev)

Time Trials functions how you might expect: You race against a ghost of the best time for your selected tier and track length (set to 999 by default for now, but I'm planning on changing that to my best times once I get further along in development)

I also changed the "STATS" option to "RECORDS", as that screen is where you can view your time trials records.

There's been a bunch of smaller changes in this version (Alpha 5 &5.5), such as the readdition of engine braking (essentially braking by using the transmission- try downshifting at high speeds to experience this) and the removal of recursive n in the code(Will probably use it again later on).

After this, I'm planning on adding another car and starting work on the car dealership.
This project is coming together nicely! The change from "stats" to "records" seemed very reasonable. I can't wait to see how the dealership ends up looking! Also a big fan of the time trail function which was a great Idea.

Keep the good work up!
Oxiti8 wrote:
Well, The main idea is to split CSRacing I's Linear upgrade system into multiple components: Tires, Transmission, Engine, and Weight. With an upgraded transmission, You'll be able to set your own gear /final drive ratios.

Great! That's pretty consistent with most of the drag racing games that I've played before (CSR, Pixel Car Racer, etc.), and it sounds very reasonable. I'm not sure how traction would best be implemented--a lot of games make you heat up your tires before the start of races, so maybe you could do something like that (where the amount they're able to be heated depends on whether they're street tires/race tires/slicks). The paintshop improvements sound pretty good, too.

Oxiti8 wrote:
Time Trials functions how you might expect: You race against a ghost of the best time for your selected tier and track length (set to 999 by default for now, but I'm planning on changing that to my best times once I get further along in development)

Very nice! This sounds like it would be pretty useful for testing your cars out outside of actual races, or just for fastest time competitions later on.

A few cars that I'd like to see in the game, in order of how much I'd like them. I can give you some more as well, if you'd like.
1. Porsche 918 Spyder (preferably Weissach)
2. Porsche 911 GT2 RS
3. Nissan Skyline R33
4. 2014 Audi R8 V10 manual
5. Nissan Silvia S15
6. '69 Chevrolet Camaro Z/28 (which I don't recall seeing on the list of cars earlier, it might be)

Keep up the great work!
epsilon5 wrote:
Oxiti8 wrote:
Well, The main idea is to split CSRacing I's Linear upgrade system into multiple components: Tires, Transmission, Engine, and Weight. With an upgraded transmission, You'll be able to set your own gear /final drive ratios.

Great! That's pretty consistent with most of the drag racing games that I've played before (CSR, Pixel Car Racer, etc.), and it sounds very reasonable. I'm not sure how traction would best be implemented--a lot of games make you heat up your tires before the start of races, so maybe you could do something like that (where the amount they're able to be heated depends on whether they're street tires/race tires/slicks). The paintshop improvements sound pretty good, too.

Oxiti8 wrote:
Time Trials functions how you might expect: You race against a ghost of the best time for your selected tier and track length (set to 999 by default for now, but I'm planning on changing that to my best times once I get further along in development)

Very nice! This sounds like it would be pretty useful for testing your cars out outside of actual races, or just for fastest time competitions later on.

A few cars that I'd like to see in the game, in order of how much I'd like them. I can give you some more as well, if you'd like.
1. Porsche 918 Spyder (preferably Weissach)
2. Porsche 911 GT2 RS
3. Nissan Skyline R33
4. 2014 Audi R8 V10 manual
5. Nissan Silvia S15
6. '69 Chevrolet Camaro Z/28 (which I don't recall seeing on the list of cars earlier, it might be)

Keep up the great work!


Thanks for the car suggestions! The only one of those I've done before was the Skyline R33 in CSRacing I.

The only car I've really finished so far is the 2009 Ford Focus RS, (Much like the 2010 Civic Si in the original, this is what I've been using to test the updated engine) but I'm planning to do the 1974
Lamborghini Countach LP400 next as a sort of contrast to it (High power, low grip vs. Moderate power and moderate grip).

As for how traction works, I'm basically going to reuse the revving system from the original to an extent, but rather than it boosting your mph off the line, it'll affect how much wheelspin you have off the line. It'll be about finding the balance between good grip and good power to have the best launch.

This planned change should also make it a bit easier to get decent launches even if you aren't perfect on the timing, as in the original the perfect start rpm window was very tiny, and the good start window wasnt much bigger.

I'll have more details on that once I get further along in development.
Pre-Beta - Car Dealership implemented



I've been doing a lot of work on this the past few days on the Dealership, now renamed to "Buy Cars".

Cars are sorted not by make but rather by country of origin, and unlike the original game, you not restricted by what day it is- all cars in the dealership can be bought at any time.

I'm also increasing the target car count from 6 to 13 (12 purchasable, 1 prize car).

As part of me implementing the dealership, you no longer start the game with a car already in your garage like in CSRacing 1- instead, you will be able to choose whatever car you want that fits within your initial 25000 CR budget (currently set to 35000 as I haven't added any cars cheap enough toi fit in that budget, namely tier 1 cars).

I've also found a way to speed up the Shade( command at the start of races by turning off the calculator's Detect Asymptote function. However, I am thinking of replacing the Shade( command altogether with a better looking effect for the finish line at some point later on that looks more like, well, a finish line.
  
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