Mario Kart

Propose new game/software design concepts or new game/software ideas. They can be as whimsical as you like, just be careful you don't ask someone to make it for you...
blueowl0708
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Re: Mario Kart

Post by blueowl0708 » Mon Nov 19, 2018 10:27 pm

Power Drift is probably the closest available thing to what your describing?

Forgetting the mode 7 aesthetic, you're basically after a proper track based multiplayer racer with laps.
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Morkin
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Re: Mario Kart

Post by Morkin » Mon Nov 19, 2018 11:06 pm

What about using attributes for the walls/track? E.g. dark colours for walls.

Might not look as good but might work for speed. (And simplicity!)
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Joefish
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Re: Mario Kart

Post by Joefish » Wed Nov 21, 2018 8:02 pm

I don't think an attempt to replicate Mode 7 is worth it anyway. I don't like the gameplay where flat textures on the ground are supposed to represent solid, impassable barriers. I'd take the approach of a course made of 3D upright side-walls.

If you want to do a Mode-7-alike with attributes, you could have a 4x2 colour cell bit of multicolour in the botom third of the screen, then do one of those rotating/zooming attribute demo effects to fill it. Though I don't know how readily you could add perspective to a rotozoomer, and you'd have a problem of needing a very large texture/image of the track, as you couldn't build the texture from tiles in real-time like the SNES does.

Another option might be if you could write a sort of chessboard renderer which can draw a floor of square tiles with different textures, kind of like Trailblazer but able to rotate in 3D. Plenty of 16-bit games managed it (e.g. Archipelagos), but I've no idea how they were optimised to run so smoothly.

At least with proper 3D techniques you'd be able to replicate the arena-battle minigames too.
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AndyC
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Re: Mario Kart

Post by AndyC » Wed Nov 21, 2018 8:43 pm

It's really not about "walls" though. The reason Mario Kart works, and why Mode 7 was utterly critical to its success, is the ability to have things like 90 degree turns and be able to see that in real time as you're racing. Classical 8-bit racers absolutely cannot do that, not just because it involves a slightly more complex rendering of karts, but because the kinds of road rendering technique used simply do not allow it. Without that, you really cannot replicate the "feel" of Mario Kart and it requires a lot of hard maths that, for an 8-bit machine, is incredibly difficult to pull off.
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hikoki
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Re: Mario Kart

Post by hikoki » Wed Nov 21, 2018 9:15 pm

I wonder if Spy Hunter could be modified to be played like Mario Kart
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djnzx48
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Re: Mario Kart

Post by djnzx48 » Thu Nov 22, 2018 2:44 am

I just remembered the infamous driving section in A View to a Kill which had some kind of 3D walls, but rather slowly and only at 90 degree angles.

Image
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Joefish
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Re: Mario Kart

Post by Joefish » Thu Nov 22, 2018 11:50 am

AndyC wrote:
Wed Nov 21, 2018 8:43 pm
It's really not about "walls" though. The reason Mario Kart works, and why Mode 7 was utterly critical to its success, is the ability to have things like 90 degree turns and be able to see that in real time as you're racing. Classical 8-bit racers absolutely cannot do that, not just because it involves a slightly more complex rendering of karts, but because the kinds of road rendering technique used simply do not allow it. Without that, you really cannot replicate the "feel" of Mario Kart and it requires a lot of hard maths that, for an 8-bit machine, is incredibly difficult to pull off.
Don't see your problem. Or maybe you're not seeing my solution! ;) Mario Kart 64 has a lot of walled-in tracks. The point is you need the walls, and the track, to be based on a grid map system rather than one of those fake pseudo-3D rolling roads, and to be able to turn right and left and back the way you came in a proper first-person view. You could do a passable Mario Kart game with a Wolfenstein type engine, it just wouldn't be SNES Mario Kart. It'd be better! Like Speed Punks! :lol:
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hikoki
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Re: Mario Kart

Post by hikoki » Thu Nov 22, 2018 5:45 pm

What about raycasting? See tutorial with demo https://dev.opera.com/articles/3d-games ... ng-part-1/
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Joefish
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Re: Mario Kart

Post by Joefish » Thu Nov 22, 2018 6:57 pm

Raycasting makes sense if you want to do textured walls, as you need to align the pixel column of the screen with the pixel column of the texture, and the raycasting calculations tell you that. Also maybe if you want a low-res character-column solution like The Dark, since then you only have 32 rays to cast.

If you want more accurate pixel-placed lines in 3D I think you're better off plotting the top or bottom edge line of the wall as a line in 3D space (like something from the undergorund bits of Mercenary) than doing an XOR-fill.

Though maybe there's scope for something in-between. Do the ray-casting in whole character columns but use 1-pixel resolution for the vertical calculations. And maybe slant the top and bottom of each column to make edges look continuous.
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