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Aurora's Daytona Racers - Arcade Mode for DRRR Release Candidate 1

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The High Voltage Ring is something that, despite being created by Dr. Ivo "Eggman" Robotnic and Tails using 80,000 Rings, is still yet to be fully understood. Especially when some of the racers seem to, if they do so well, end up in another dimension entirly. It is because of this that I offered my assistance to the duo in an attempt to not only discover the power of the Ring itself, but also what lies beyond the dimensions that the Ring Racers seem to be able to access.

Through the combined efforts of the three of us, we created a modified Ring Racer. True, it's slightly less stable than the originals with it only able to run for a limited amount of time before it blows up, but the syncronisation they have with the High Voltage Ring and the data they can gather as a result should finally answer some questions that few dare to ask...

(Once a logo is made, it'll be placed here)

It's finally here - the Arcade Modification that is DaytonaKart, updated for release on Ring Racers as Aurora's Daytona Racers, brought to you by SonicD.


How does Daytona Racers work?

Just like in Daytona Kart, Daytona Racers adds a time limit to the start of the stage, shown at the top of the screen. This shows how much time you have left before you lose control of your car and get a Time Over - if you don't get lucky and cross the finish line before you fully stop, as you gain more time for completing laps.

However, unlike Daytona Kart, Rings can be used to help with the time limit. It can either be done manually, or as a last resort should you run out of time - but beware, if you get into full Ring Debt and stop moving, the Ring Racer will explode and eliminate you from the race!

The base race maps have their time limits be based on the Bronze medal times, with the time extensions being based on for most tracks the fastest lap, while for others (like Sprint maps and a certain 12-part track) it takes into account the slowest section after the first.

For custom maps, the default times has been set to 3 minutes at the start, and 1 minute per lap completed - but custom map makers (and/or those making map packs for servers) can include two Lua variables to add in to determine these - lua.arcadetime for the base time, and lua.arcadebonus for the time bonus gained for each lap. Those work the same way as they did for Daytona Kart, with lua.arcadetime being a multiple of 5 seconds, between 30 and 180 seconds (unless it's the Test Run or a 'boss' race with lua.arcadeboss set to true), and lua.arcadebonus being also a multiple of 5 seconds, between 10 and 90 (except for boss races which don't have time extensions)

Release Candidate 1 currently only has the default difficulty and the 'testing' difficulty (which has all maps have the time limits that custom maps would get without any times defined), as well as the custom difficulty set up

Custom Variables - Player Side:
  • arcade_speed: Determines what speedometer type to use. Default Miles. Can be Miles, Kilometers, Meters, Fracunits, Knots, Feet or Percentage.
Custom Variables - Server Side:
  • arcade: Turns the Arcade Mode on and off. Default On. (Added in V1.0.2)
  • arcade_diff: Sets the timer difficulty between one of the following options: (for now, any option not coded in yet counts as Intense)
    • Beginner [Not Yet Coded In]
    • Relaxed [Not Yet Coded In]
    • Intense - The default difficulty, with base time limits and 5 rings per second added to the timer when using Rings that way
    • Vicious [Not Yet Coded In, apart from increasing the cost to 7 rings per second added]
    • Master [Not Yet Coded In, apart from increasing the cost to 10 rings per second added]
    • Lunatic [Not Yet Coded In, apart from increasing the cost to 35 rings per second added, or 1 ring per tic]
    • Test - 3 minutes start, +1 minute after each lap, cost being 5 rings per second added
    • Custom - Uses arcade_timermod and arcade_laptimermod to modifiy the time limits and time extensions respectivly, and arcade_ringtime to modify the number of rings needed to add a second to the timer.
  • arcade_explosiveko: This variable would trigger if getting a Time Over would cause the kart to explode, but for now it's ignored and always set to happen.

There is currently only one HUD design, and no splitscreen support. Also, the mod doesn't yet officially support Battle modes apart from Egg Prison mode.

Supporters / Co-Authors: (including those from the original Daytona Kart mod)
Author
Latius
Downloads
291
Views
1,727
Extension type
pk3
File size
1.3 MB
MD5 Hash
5ed0ec665df802ddc7fc40027116d14e
First release
Last update
Rating
4.00 star(s) 1 ratings

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Really fun, simple alternate way to play! The timer really adds tension, and I like the little details like the HUD being "desynced" in Special Stages. I can see lots of cool new features coming in the future as modding the game becomes easier and fleshed out! Battle Mode may be great as is, but I'm curious what you could do with it!
Only issue is as of the release version you can still spot the vanilla Rings & Lives icons underneath the new HUD. I can't wait for future updates though!
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