For the past 2 years, the Calculator Street Racing series has been stuck in TI-Basic. While this is great for ease of use and compatibility, it has major limitations when it comes to speed and especially graphics. CSRacing II represents the peak of what I feel I can achieve in terms of racing gameplay in TI-BASIC. Assembly libraries like Celtic CE are great, but aren't quite fast enough for what I'm looking to achieve...
...Which is why I'm glad to finally announce that Calculator Street Racing III is now in development for the TI-84+ CE, and that it's going to be written fully in C using the CE C toolchain! This will allow for cars to
finally have their own unique sprites, and opens the door for more potential features like multiplayer. Gameplay will feel more fluid than ever.
So, how far along in development is CSRacing III?
...Admittedly, not much further than this menu and the about screen. I can tell you for sure it won't be done this year- I'm targeting a late 2024 (think Fall/Winter) release, but I don't have much experience with C development on CE so that may be subject to change. There are much more aspects involved with developing a game with actual sprites compared to the abstract line and text art of CSRacing II.
In terms of content, here's my current plan: Crew Battle mode will be returning from CSRacing I, this time with all-new crews in a new location. I'm thinking about including 25-30 different cars, depending on how much space individual cars take up on the calculator. Most modes from CSRacing II should be expected to make a return in some form, including Special Events. The underlying engine will be based on the one from CSRacing II, with a few new additions like Nitrous boost. More on that later.
One area in particular I'm looking to revamp is the AI cars. In the past, the AI has worked the exact same way it did back in 2021 on the 84+- a fixed car speed for Regulation/Ladder races, and a fixed acceleration rate and launch speed for other event types. While this worked okay, it wasn't very good for game balance and could get a little boring to play against. in CSRacing III, AI will play by the same rules you do- real cars, their speeds calculated in real time based on car stats. Especially in the Crew Battle modes, where the AI cars will actually be what the pre race briefings say they are, with the stats to match. I may play a little fast and loose with this in Regulation races and other less prominent modes to save on valuable space.
I'll dump more info on tuning, customization, race types, and graphics later when i make a dedicated topic for CSRacing III. In the meantime, you can follow development by watching the CSRacing III GitHub Repo here:
https://github.com/NinjaWeedle/CSRacing-III
P.S. There might be a couple rewards for people with CSRacing II/CSRacing I save data on their calculator when they first start CSRacing III...