There might be those who enjoy role-playing elements to whom contract negotiations with teams and sponsors are as important as the racing itself. On the otherhand there are gamers that do not want to be bothered with this organizational stuff and simply enjoy the racing part. Some enjoy having to work themselves from the lowest classes up to international events, while others again want to start their career immediatly inside a F1 racer ...
Now here comes my favoured solution to this issue:
I think I read somewhere about plans to switch the implementation of the menu system to use Python. This could be implemented in such a way, that it enables others to simply script their own career modes to their liking. The idea is that one can quite easily implement any racing game one has ever dreamed of, by building on top of the simulation provided by SpeedDreams physics and graphics engine.
SpeedDreams would of course also have to be enhanced besides the menu system rework. One part would be to make the track representation more flexible in order to also allow hillclimbing tracks and rallye stages (maybe even off-road way-point finding competitions).
Another thing maybe would be the data that is reported back to the menu-system / career mode manager. This should not only contain the ranking of the drivers and their lap times, but as already mentioned by others also 'soft results' as reliability of the driver, not crashing, aggressiveness etc.
Obviously the most important work would still be to restructure the menu system implementation. I think it would be really great to use Python for this case because it has the reputation to be easily picked up even by non-programmers. I'm curious if there are still any plans in this direction?Statistics: Posted by mikado — Sun Mar 08, 2015 3:44 pm
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