Add setting
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WORK IN PROGRESS
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-._.-'"'-._.-'"'- LICAR MANUAL -'"'-._.-'"'-._.-
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'-._-'"'-_.-'"'-._.-'"'-._.-'"'- LICAR MANUAL -'"'-._.-'"'-._.-'"'-._.-'"'-._.-'
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libre racing video game by drummyfish
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released under CC0 1.0, public domain
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libre racing video game by drummyfish
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released under CC0 1.0, public domain
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~~~ GENERAL ~~~
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~~~~~ GENERAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Licar is a relatively simple 3D stunt racing game inspired by other popular
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games of the genre such as Trackmania and Stunts. Unlike mainstream video games,
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@ -24,11 +24,10 @@ what the platforms allow. Some versions may have more features or visual
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game, it's probably because of limitations of your platform. On PCs and laptops
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however everything should be supported.
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~~~ RUNNING ~~~
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~~~~~ RUNNING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There are compiled versions of Licar for many different platforms. If yours
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is among them, running the game should be as simple as running any other
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program.
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There are compiled versions of Licar for many different platforms. If yours is
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among them, running the game should be as simple as running any other program.
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If there isn't a version for your system or for some other reason you can't
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run the game, you may try to compile the game yourself from the source code.
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running the game with -h argument. This will allow you to for example start the
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game and immediately load a map, which is handy when creating new maps.
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~~~ GAMEPLAY ~~~
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~~~~~ GAMEPLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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In Licar, unlike in most other racing games, the player always only attempts
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time attacks, i.e. you only race against time with no physical opponents on the
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@ -70,7 +69,7 @@ attempts to achieve a good time on a map.
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During the run the game also displays additional info such as your current
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speed, times at checkpoints etc.
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~~~ CONTROLS ~~~
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~~~~~ CONTROLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Controls are extremely simple. The car is only controlled by 4 directional
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keys: up (accelerate), down (deccelerate, reverse), left (steer left) and
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@ -80,7 +79,7 @@ restarting runs and handling menu.
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PRO TIP: pressing brake while in air stops the car's horizontal rotation!
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~~~ DATA FILE ~~~
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~~~~~ DATA FILE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Where supported, the game uses a so called data file to store data such as maps,
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replays, information about map completion etc. On platforms that don't support
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@ -102,7 +101,7 @@ map, 'R' for a replay), then its name follows immediately, terminated by the
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depends on what data it is, so map data of course have a different format than
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replay data. For example a map named "mymap" will start with "Mmymap;".
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~~~ CONFIGURATION ~~~
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~~~~~ CONFIGURATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The game offers a very high level of configuration and customization, and those
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with at least basic programming skill will be able to implement any changes
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@ -115,7 +114,7 @@ simple). All user settings, along with their descriptions, are located in the
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settings.h source file. The game also comes in several precompiled versions with
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different settings.
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~~~ REPLAYS ~~~
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~~~~~ REPLAYS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If your platform supports it, Licar can save and play back recorded runs as
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"replays" (sometimes also called "demos"), which are just exact records of game
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possible to save a replay manually by opening the menu and selecting
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"save replay".
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~~~ GHOSTS ~~~
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~~~~~ GHOSTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The game supports ghost cars to race against (note that this may be unsupported
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on some weaker platforms). A ghost car is created from a replay and will race
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@ -136,7 +135,7 @@ in real time against the player, without being able to collide with him. This is
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very useful when attacking someone else's (or one's own) achieved time, to see
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where exactly time losses against the opponent occur.
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~~~ MAKING CUSTOM MAPS ~~~
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~~~~~ MAKING CUSTOM MAPS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Maps are stored in the data file. For its simplicity the original game doesn't
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come with a user-friendly map editor, the maps are hand-written directly in the
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@ -245,11 +244,11 @@ A few tips for making maps:
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- There is a special "mirror" block that's very useful for creating
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8-symmetrical structures.
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~~~ COMPILING AND MODIFYING ~~~
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~~~~~ COMPILING AND MODIFYING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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TODO
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~~~ FAQ ~~~
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~~~~~ FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Q: Is this game really free? Do I have to pay for it? What can I legally do with
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it? Can I use it commercially? What's the catch?
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