Add CLI arguments
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@ -2,7 +2,7 @@ WORK IN PROGRESS
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-._.-'"'-._.-'"'- LICAR MANUAL -'"'-._.-'"'-._.-
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by drummyfish, released under CC0 1.0, punlic domain
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by drummyfish, released under CC0 1.0, public domain
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~~~ GENERAL ~~~
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@ -40,7 +40,7 @@ If you know what command line arguments are, you may also check them out by
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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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~~~ OBJECTIVES ~~~
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~~~ GAMEPLAY ~~~
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In Licar, unlike in most other racing games, you only race against time, i.e.
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you are alone on the track. There is an option to race against a replay ghost,
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@ -55,6 +55,11 @@ to beat in the bottom left of the screen. If you beat the time, you have
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achieved the goal, your replay is automatically saved and your new time becomes
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the next target time.
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On the map there can be several different kinds of surfaces with different
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physics properties: concrete, grass, dirt and ice. Furthermore there are two
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special kind of sufaces: an accelerator (a bright yellow/orange one), which
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boosts the car's speed, and a fan, which propels the car upwards.
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Your run can be restarted at any time. Typically you will need hundreds of
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attempts to achieve a good time on a map.
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@ -124,7 +129,21 @@ where exactly time losses against the opponent occur.
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~~~ MAKING CUSTOM MAPS ~~~
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Maps are stored in the data file.
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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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text format that's stored in the data file, however there is a helper file for
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Blender that facilitates this process.
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The map is a 64x64x64 grid, with each cell one unit in width, one unit in depth
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and half a unit in height. In the cell blocks can be placed. There are several
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types of blocks such as ramps, walls, corners etc. Each block can be rotated
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and/or flipped. Additionally each block also has a material (concrete, grass,
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...). The finish, checkpoints and car start position can also be seen as block.
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The format of the map data string is described in the map.h file, refer to it
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for further detail. In short: TODO
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Under the asset directory there is a helper file for Blender (a FOSS 3D editor)
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with which a map layout can be comfortably created. But Blender is not required
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@ -143,3 +162,13 @@ The "workflow" for making maps is roughly the following:
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1. or 2.
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~~~ FAQ ~~~
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Q: Why is the physics so buggy?
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A: You are right in the observation that Licar physics is not perfect. This is
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firstly because of the game's aim for simplicity (e.g. avoiding use of floating
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point) combined with the fact that even without such constraints it's one of the
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most difficult tasks to create a flawless physics engine. We apologize for any
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frustration but unless you want to fix this yourself, you'll have to just accept
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it, the game is meant to be a simple entertainment. In other words this is a
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feature :)
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