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Old 07-17-2019   #701
TehRealSalt
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It's been a while! You guys seemed to like Kart v1, so we're gonna keep going. For those not in the know, we had an very long text interview over at Sonic Retro, and in the final part we revealed a bunch of v2 spoilers with no context for people to theorize about. Get caught up with parts ONE, TWO, and THREE. We've let you guys think about it long enough, so we'll confirm some theories by going into more detail now!

BOOST STACKING



This might not be super noticeable from what we've shown off, but it provides the base for the rest of the changes we've made: doing multiple kinds of boosts at once no longer gets overwritten with the best one, instead they add up together! This means using Sneakers on Boost Pads is no longer a waste. The more boosts you have at once the less powerful stacking becomes, but the effect is still very notable. The number of colored afterimages behind your player serves as a tell for how many boosts you're stacking at once.

RINGS



This is the big one that we wanted to get in v1 but didn't have enough time: rings!

Holding down the Item button without an item in your box will instead make you slurp down your collected rings as long as you hold the button, giving you a weak boost! Using more rings gives you a longer boost; the boost length per ring depends on your character's stats, favoring the light-acceleration corner of the graph. Ring boosting is indicated by your character doing a subtle flash, and the ring on your HUD will spin faster the longer your ring boost timer is. Rings cap out at 20, and to grab more you have to use them.

Every time you're damaged, you will drop 5 rings in addition to spinning out. Getting hit while holding a Shield item will still make you spin-out like normal, but you won't drop any rings -- you just lose the Shield. When bumping, both players will drop 1 ring each.

Getting hit or being bumped without rings will give you a Ring Sting, and you'll wipe-out for a very short time. Ring Sting's length depends on weight differences; a heavy character will get a short moment of control loss when stung by a light character, a light character stung by a heavy will get a long wipe-out. Always make sure you're holding onto at least 1 ring, as players who can be stung will have a "!" icon above their head -- if you're too greedy and waste all of your rings trying to pass players, you can be punished for it! If you have no rings and get hit, then you'll be in Ring Debt. All damage at that point will only make you lose 2 rings per hit, and you'll go in the negatives.

Being in Ring Debt will make the Super Ring item appear when you mash, giving you a healthy 10 rings -- this item can also appear for front-runners rarely. If this item gives you above 20 rings, then the extra rings are converted into boost. In Record Attack, mashing during the item roulette will always give you a Super Ring, while waiting it out will always give you a Sneaker.

SPB will also spawn a trail of rings while it's traveling, adding another way for all players to catch up to 1st while it's active. The person being chased by SPB cannot pickup any extra on-field rings (although Super Ring still works!), indicated by the SPB attacking your ring counter. Rings work as a fantastic back-up reserve for avoiding SPB in tough situations, but you can't totally rely on them since you can't get more during it!

Overall, rings have a wide range of different uses & provide tons of utility. You can use them aggressively to pass players or increase your lead, or keep them stock-piled for a boost for dodging items or recovering from damage, or use them sparringly and focus more on good item usage -- all of these are completely valid strategies.

TETHERING



If you're behind someone in their racing line, then you'll start to tether onto them, giving you a speed boost! It kicks in immediately, indicated by the sparkling Combi-Band, but it gets stronger the longer you maintain your position behind them. The Combi-Band is red at it's distance limit, and blue up close, telling the player being tethered how close you are. Once you reach maximum tether speed, your wheels will start to kick up dust! This serves as a catch-up mechanic when you don't have items, and makes throwable items deadlier. Tethering stacks great with ring boosts, too!

Character stats influence both maximum tether distance, and the power of the speed boost you get from it. Every corner of the graph gets their own unique set of tethering advantages & disadvantages -- try experimenting with them all!

SHIELDS

The Thunder Shield is now complete -- it's the same as before, but now it draws in rings if you have less than 20.



The Bubble Shield makes you bump players away on touch, and inflates when you hold down the item button (with a cooldown between each blow-up). While inflated, it will reflect items and spinout players, requiring constant input to reflect stuff away. If you over-inflate it, it will pop off of you, becoming a trap item. Players caught in the bubble will float away until they struggle out of it!



The Flame Shield lets you tether onto other players from any distance. Holding down the item button will also make you boost more, at the cost of your steering! It is one of the most powerful speed-boosting items in the game.

OTHER

- Slopes have improved physics. They're much easier to go up, and they give you a huge speed boost while going down them. You can see this in a couple of the gifs.
- There is a (more consistent) speed cap in the air, so large jumps are not affected by the higher overall speed of the game. It has easing applied to it too, so the speed loss is subtle & natural feeling.
- OpenGL's 3D models have been getting a new coat of paint -- hue-shifted player colors are represented more accurately, and the models are getting a bit more detail.
- We've teased this in lots of these gifs -- lives will be a feature for the Single Player mode, preventing you from proceeding with a cup if you didn't place in the top-half. You have to legitimately learn the course layouts if you want to continue! We may go into more detail about Grand Prix later, when it is more complete.
- There's other new items in the planning stages as well, stay tuned!

Lastly, here's a video showing off these new features in a real race:


Overall, all of these changes will make Kart much more competitive, faster, and even more aggressive than defensive. Rings give lightweights get a bit more of a technical edge, without removing the power heavyweights hold over controlling space at all. Rings & drafting gives every player more chances to stay in the fight, meaning that maintaining a lead won't be about getting a head-start & playing it safe anymore. Hard mode will be more of a niche and Normal will be the recommended game speed (as originally intended).

We hope that you will all enjoy the changes when the update rolls out. It'll likely take a long time, but hopefully this serves as a small taste for what's next.
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Last edited by TehRealSalt; 11-07-2019 at 09:11 AM.
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Old 07-17-2019   #702
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These changes are awesome, Can't wait how these feel in the update.

Heres hoping battle gets some love too.
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Old 07-17-2019   #703
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Battle already has a bit more love, but it needs some more visual polish before we show it off.
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Old 07-18-2019   #704
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I love the amount of progress that's being shown, in such a short timespan too (compared to 2.2 :v)!


The rings mechanic looks like it'll be a great risk vs. reward system that'll not only add a bit more strategy to the high-octane racing, but also make the game play more distinct and original (compared to the other kart racers we have going on today).

Just a question, will KART R2 feature 2.2s palette?
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Old 07-18-2019   #705
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Yes. We have already converted our graphics to use the 2.2 palette, so you're looking at it in the gifs and video above.
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Old 07-18-2019   #706
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Neat looking update! I've always wanted hue-shifting support for MD2/3's, and the ring mechanic looks awesome. Great job, you guys!
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Old 07-18-2019   #707
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Love what's going on here! So glad rings aren't useless ala MK8/MK8D as well. The new items look interesting as well! Can't wait to see what else is in store for us next.(Hope Battle has a lot of new stuff too... maybe including new gamemodes? :P)
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Old 07-19-2019   #708
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As Sal mentioned above, she has gone above and beyond coding a way for SRB2Kart to allow 3D models to hue-shift just like sprites. Thanks to this, we were inspired to re-create the model used for the actual kart almost from scratch with VelocitOni's guidance and texture assistance, we came up with this.
While tons more accurate the in-game sprite, the new model also takes a few liberties to better represent the intended design.
Since this requires each character model to essentially be re-imported, I've taken this chance to also touch up characters as I import.
We have also been hard at work improving some OpenGL quirks, such a shading and level lighting.
And finally, here's an example of hue-shifting with one of my newer favorite colors, wristwatch.

I will try to record some gameplay footage soon for you guys and will post here.

-Disclaimer: The use of 3D models is an OpenGL exclusive option
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Old 07-19-2019   #709
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These look really nice. Im glad OpenGL is getting touch ups. I might change to OGL more because of it.
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Old 07-19-2019   #710
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Wow. Those look much better than I pictured it (even if I pictured it exactly like that). Seriously, great job you guys, you're gonna get very far with this.


I'm curious as to how you made it work, though.
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Old 08-13-2019   #711
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Today, our Twitter and YouTube accounts reached 1,000 followers. Here's a celebratory gif.


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Old 11-17-2019   #712
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1 Year of SRB2Kart... We posted this video last night to everywhere but here, so y'all who use the MB can have this preview too.



The amount of support and how massive the game's gotten's blown us out of the water, thanks for playing version 1 this long and still this strong??
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Old 11-19-2019   #713
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Quote:
Originally Posted by VelocitOni View Post
1 Year of SRB2Kart... We posted this video last night to everywhere but here, so y'all who use the MB can have this preview too. https://youtu.be/GxMt6XdrxVU
I'm not a fan of the menu background. One, the art style doesn't fit so well in my opinion, being a(n intentionally-washed-out) pre-rendered 3D Sonic without outlines/darkened edges around him.
And two, it's too bright to make other elements really "pop out" compared to the background, which I find especially noticeable with the character selection screen's character icons. They "pop" a little, but not much, only being slightly brighter than the white parts of the background.

I'd also rather have "Player 1-4" than "A-D Player", but that's just me being used to other games saying "Player 1-4".


Edit: But other than that, it looks good to me. Not being much of a fan of online multiplayer games, SRB2 Kart had been pretty lacking in singleplayer content for my taste, and seeing what appears to be bots here, even while probably not as advanced as in Mario Kart games or such, makes me look very forward to this version of SRB2 Kart.

Last edited by Zwip-Zwap Zapony; 11-19-2019 at 03:28 PM.
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