April 1, 2012

[April's Fools Joke] New version numbering scheme

The SuperTuxKart development team has decided to change version numbering to keep up with the times and make it easier for people to know if they are using the latest version or not. So the upcoming 0.8 release will not be named 0.8. Inspired by Mozilla, we'll simply call it 8. But inspiration comes seldom alone, so since Ubuntu's version scheme makes it easy to know when the latest release got out, we'll adopt it as well and call it 8 followed by year and month. So for example 8.12.08. Then it dawned upon us: why not include revision number? Then there will be no doubt as to what version you're using, especially if we release a newer version in the same month. So the upcoming version will be named something like 8.12.08.13337. You get to choose what number you want to refer; either you say you're using version 8, 12.08 or 13337, or you might choose any combination of two or more of those.

We also like the idea of giving names to releases. So next version will be nicknamed SuperTuxKart Gutsy Gnu, or maybe Nasty Nolok or Silly Suzanne, we're not sure yet

We look forward to the release of version 8.12.something.something, and hope you'll find it easier to get the right version number when reporting bugs or otherwise talking about the game.

March 22, 2012

Reverse trackology

Hi and welcome to yet another belated blogpost. There's been quite a few improvements over the last few months, and if you're wondering what the headline of today's post means, keep reading...

New track

First off we have a new track in the game, made by samuncle. Yay! It's named Blackhill Mansion, and will most likely replace Crescent Crossing in the upcoming 0.8 release. The track makes use of the recent addition of lightmap support to the game, which gives it the dark atmosphere combined with "glowing" (not really, but faked) lamps and other decorative lighting. It makes for an eerily fun drive into the mansion and out to the graveyard nearby.

New main menu

Also adding to samuncle's impressive list of contributions, we have a new menu design for the main menu. It's been in the development version for a while, but as usual I wait for the dust to settle down a bit, and then forget to mention it once no major changes seem to be underway. Oh well. Hope you like it anyway.

Advanced graphics settings

Then there's another nice feature: advanced graphics settings, so you can turn on and off graphics options individually as you please. Or if you're unsure what those means, you can still use the slider (or do a web search and get more knowledgeable). This has been a much requested feature, so we hope people will enjoy the extra choice.

A couple other interesting things to mention: Ghost races, i.e. the ability to drive against a "replay" of yourself is under development, but since it's originally scheduled for 0.8.1 it might not be ready in time for 0.8. You can already do ghost races from the terminal, but the GUI and possibly more minor tweaks are still left to do. So whether it will be ready for regular players for 0.8 is still left to see.

The other interesting thing is the ability to drive tracks in reverse. Thanks to MCMic (and to Wardje for differentiating the highscores). Not all tracks are working well in reverse, but work is underway to get all standard tracks more reverse-compatible. The problematic tracks are listed here, and if you're a modeler and would like to help us fix the tracks we'd be much obliged. Some tracks have currently gotten the reverse option disabled because they are not possible at all to finish in reverse mode, so they should get highest priority. For add-ons all tracks will be assumed as reverse-compatible by default, unless otherwise specified in the track properties.

Oh, and we're still discussing and trying to find acceptable compromises when it comes to how the new skidding should behave, and other things related to driving physics. One thing is for sure, and that's some of you may find the changes a little disrupting to your current driving style. Certainly I am, and that's why we've been discussing things heavily as we all have our own ideas on how we want things to be. The driving physics hasn't changed much in years, so we're trying to change things around while still keeping the wacky arcade style of the game. And hopefully we'll end up with something much better than the 0.7.3 physics. Maybe this sounds more radical than it is; it's mostly kart-kart interactions and crashing towards the sides we're trying to improve, besides making skidding different from the current sharp turn approach. When we have an alpha or beta version ready we'll be very interested in user comments, but it might still be a while before release time. The stable 0.8 release will most likely not be ready before summer, so keep your patience and keep STK-ing. ;)

February 19, 2012

External interviews

Here's a link to an interview community member KroArtem made to some of the other SuperTuxKart contributors. Answers came from project leaders hiker and Auria, 3D artist samuncle, and for some strange reason, KroArtem wanted my answers as well. The original post can be read at the FreeGamer blog, and it's formatted so well I don't think I can be bothered to redo it. ;P

Follow this link and you will see
the long interview prepared for thee.
(Actually it was mainly meant for people not too familiar with the project, but anything to get some poetry out. It enriches... uh... something.)

January 31, 2012

Challenging times

Nope, it does not mean we are being sued by Nintendo, but it means it's time to bring some juicy updates about the recent development of SuperTuxKart. ;)

We are now progressing towards 0.8, and thus there are lots of radical new changes being made. Perhaps most notable is the new, improved challenge system, referred to as the overworld. Basically you drive around in a special large track from where you can launch challenges from certain places. But don't just take my word for it; have a few screenshots as well!

Village view

Here's a brief overview of most of the overworld. Big, innit? Outside the camera view there's a garage in which you will be able to change karts. In front you see a small mushroom village where some of the challenge start points are. To the right you can see a mountain area with three caves where the mountain-themed challenge start points resides, and further back to the right there's a small ocean with more challenges. Center left there's a small forest/plant area with some challenge orbs, and farthest from here is a technological area and Nolok's castle. To the left is a desert area with the hacienda, pyramid and Zen Garden hut. The overworld is very much a work in progress, and the screenshots does not convey the final result, but gives you an idea on what "the overworld" means.

Castle view
Here's the view from the opposite end of the overworld. Front center we see Nolok's castle with lava surrounding it. Further back we get a somewhat better view of the technological area, with a rocket made by new contributor ctdabomb, the UFO from Star Track with a challenge orb, and a few more objects plus a cave with another challenge orb. The other stuff I've already mentioned.

Ocean view

I know that usually ocean view means looking from land towards the ocean, but the other way around made more sense this time. :P
Here it's easier to see some new features in use. Most important is the texture splatting which makes texture transitions completely smooth. Also notice the brand new water shader which makes for better looking water. It's still not realistic, but it sure is better than just a plain moving texture.

Bubble shield

Not to worry; the blackness issue will be resolved when the move from multitexturing to shader texturing has been done. Also you can see yet another use of shader technology: the shields which protects challenge spots are semi-transparent, somewhat reflective spheres, resembling soap bubbles. Awesome!

The number stands for points needed to enter the area. If you don't have enough points, the shield will reject you (not a problem in this case though). You will later get points by finishing challenges, which can be driven at your difficulty of choice, giving you access to more. You would get more points by solving challenges at hard, and you could only finish the game with all points by driving at hard. You would not need to always get all points in order to progress in the overworld however, but those who finishes with all possible points may get some sort of small bonus.

There is also an intent to combine the overworld with a story line, but we're not there yet except for the brainstorming phase. How many challenges we will get in the end and many other details are left to be decided on as well, but there will eventually be more challenges than now and essentially more fun to be had. :)

The other major change being implemented is better physics. Karts are no longer as susceptible of locking together in a crash, and are pushed a bit from each other instead. Now there's also skidding implemented instead of sharp turn, like certain other arcade racing games have, with a bonus if you skid long enough. It's a bit hard to explain in words what the difference is, and it's still subject to change, so there's not much point in trying to write anything other than this: it'll be nice in the end. ;)

There's a lot more stuff in the works as well, but these are the features which the next release focuses on, and the other stuff will be very nice bonuses if they are ready in time for 0.8. I don't want to create any pressure, so I'll leave them for later when they are more ready and likely to be included by default.

That's all folks!

December 30, 2011

Add and Conquer

No, not divide and conquer. Because this post will deal with add-ons in particular. :)

Why are add-ons important? It lets you as a user decide what content you find good enough for the game. Every time the project leaders have to decide on what track or kart they should remove to make place for new ones, they know that they will get complaints. It's just how it is; you can't make everybody happy. But now we actually can, to some degree. Add-ons can be created or uploaded by anyone, so if something gets removed, users can quickly add it to the growing repository of additional content. The only requirements are regarding licensing, which should be one or more Free, preferably DFSG-approved licenses, and the content should not be offensive and suite people of all ages. In other words, content recently removed from the main game should slide right in. Quality or difficulty doesn't matter for an add-on; as long as it works and licensing etc. is okay, it gets approved by the moderators of the stkaddons website.

Stephen (nicknamed sj04736) has steadily improved the website, and it should now have most of the basic features. People can also vote on add-ons there as long as they have an activated account. Why not try some of the additional karts, tracks and arenas available to install from within the game (requires version 0.7.2 or higher)? Or check out the website itself. It's a great piece of work, and Stephen doesn't get as much praise as he deserves, so be sure to send some kind thoughts to him when it all works so smoothly (and when it doesn't, please don't berate him, but file a bug report). ;)

Two yummy pie charts:

As you can see, there's a definite interest in add-ons. If you manage to create a particularly good one, it may even go on to conquer the game! Or, in other words, become part of the default set of karts, tracks or arenas.

Finally, if you like what we are doing, and got some more money to spend this year, why not make a donation? We'd be happy to take some of it off your back in order to further the game. ;)
In addition (or instead), you might want to donate to the awesome TuxFamily site, which hosts all the add-ons plus many other Free projects for no monetary compensation. Ain't that worth a few dollars if you've got some to spare? :)

Will 2012 be the year of SuperTuxKart on the desktop? Let's wait and see. ;)