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Driving Physics #237385
11/19/08 22:22
11/19/08 22:22
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
Vonman Offline OP
Junior Member
Vonman  Offline OP
Junior Member

Joined: Nov 2005
Posts: 66
Spokane, WA, USA
I believe this is the right place to ask so here it is...


I am (slowely but surely) working on a vigilante/badguy-type game in which much of the action centers around the players CAR.

On the subject of the car, my curiousity is this:

In terms of the driving physics, would you want the physics to behave nearly exactly like it would given the same vehicle and other variables in real life, or would you rather the physics behave like what one would simply imagine.

What I mean by "imagine" for example is when a person turns to the right and has oversteer and spins out, they might IMAGINE that by turning the wheel to the LEFT, the car will correct itself, even if the slip angle is greater than the turning radius of the turning wheels.

If the physics are truely realistic, it could whind up being too difficult for a novice driver who knows nothing about vehicle control - it might only appeal to skilled drivers.

If the physics are ok but centered on what a normal person might think would happen, then they'll be happy, but the ones who really know car physics, like professional race or stunt drivers, would be very dissapointed.

Re: Driving Physics [Re: Vonman] #237387
11/19/08 22:25
11/19/08 22:25
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
I think it would be more fun to play it the way I imagine vs. reality.

Re: Driving Physics [Re: NITRO777] #238903
12/01/08 03:24
12/01/08 03:24
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
i like the real physics idea


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Re: Driving Physics [Re: DLively] #238909
12/01/08 05:04
12/01/08 05:04
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
I think it should be about whats the most fun for you, you can only make a good game if you enjoy the game your making.

Re: Driving Physics [Re: lostclimate] #238911
12/01/08 05:12
12/01/08 05:12
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i would personally be inclined more towards real physics. if the physics are unrealistic (such as in the example you said) someone who knows how it all works will find that disappointing (as you said) but also find it frustrating as it'll be counter-intuitive.

in order to make it easier for players in general, instead of making the physics less realistic, perhaps you could automate some of the control?

for example, in Halo you just need to point your camera in one direction, then hit "accelerate" and your warthog will turn itself in the right direction for you whilst driving properly.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Driving Physics [Re: JibbSmart] #239090
12/02/08 14:17
12/02/08 14:17
Joined: May 2008
Posts: 150
Switzerland
Hitsch Offline
Member
Hitsch  Offline
Member

Joined: May 2008
Posts: 150
Switzerland
I'd say that the best way to find the right amount of realism, that's still fun to play, is to start of very realistic and then see how diffcult it is for somebody new to get the basics.

Then add some assistance or reduce the effects that would happen if it were completly realistic, so that the player gets more time to react and see how his actions are effecting the gameplay.

I usualy have the best experience when I'm surprised how realistic the controls are, but still able to learn it in a reasenable amount of time.
How realistic it should be in the end should depend on how importend the vehicle is for the game, in my opinion...

so long...


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