Ring Racers Suggestions

I don't know if this is the right place to ask this, but any idea when the next update will release? I'm not trying to sound impatient or anything, but it's been several months since the last one.
 
Just gonna jot down a few that comes to mind after playing Ring Racers for a while, hopefully this won't come off as insane ramblings. (shouldn't have written this past midnight xd)
  1. It should be more obvious when some power-ups are going to run out.
    The little particles on Grow and Invincibility disappearing before they run out is really hard to notice, especially with Invincibility, since it has like 4 different VFX applied to it at once, and the sparkles get really small when you need to look out for them disappearing. The Ghost state after getting your item stolen is way harder to notice than the other two, honestly not even sure what it does other than making your minimap icon blink, I think it makes your racer blink too, but I'm honestly not sure. Some sort of a HUD element, or audio cue would help a lot with these.
  2. Braking should stop you when you're being pushed by springs/bumpers, or at the very least slow you down way more than it does currently.
    The counter for being knocked in a direction you don't want to go in being just driving is really odd, braking would feel a bit more natural.
  3. Garden Top should be invulnerable to stage hazards and a bit more than just 3 items
    This is to make up for how it can barely be controlled as well as your regular ring racer. It pretty much makes trying to ride the thing more detrimental then not getting an item at all, or using it just to pass tripwire, which is usually the best option.
  4. Grow should be invulnerable to Egg-Mark.
    I kinda feel like this could be a bug, since it's one of the only normal-sized items that can harm large players, but it still feels odd that a power-up that makes you take up more space punishes you for touching something, (the other item is the SPB, which makes slightly more sense, but still kinda odd.)
  5. Different colored tripwires, or some other kind of graphic to indicate if you need good speed to take a shortcut or not.
    The Ghost State and Grow get screwed over with some tripwires due to not having enough speed. Maybe one to indicate if you need to be invulnerable to pass, but Metropolis might be the only track I can think of that has hazards in a shortcut. Alternatively, Grow could have offroad prevention, but then they might be extremely overpowered.
  6. Hyudoro should move faster.
    Sometimes this guy steals an item and then takes the entire race to give it to someone, make those bedsheet flaps do some work!
  7. Gear exclusive terrain/objects
    Not entirely sure if this one's possible, but some tracks don't seem like they're designed with certain gears in mind. For example, on Lost Colony, crossing the jump in the box room requires a great amount of effort on Gear 1, essentially requiring releasing a level 2 boost as close to the ramp as possible, and eating a ton of rings, it's just about 0 effort on Gear 3 though, near impossible to fail, and the final spiral on Hydrocity punishes you for going a tiny bit too fast on Gear 3.
  8. There should be some sort of incentive to go get spraycans during netgames or Grand Prix.
    Unlocking a color is pretty cool, but them doing something else during a competitive setting would be cooler.I made this mockup where the cans are replaced with an extra life, but free lives might be a bit OP, but going out of your way to get it could potentially cost you a good rank. Not sure what to do with netgames though.


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a fairly consistent bugbear while playing this game is the saturn style control buttons in the UI can sometimes trip me up when navigating the menus on my standard ps5 controller. I get it's for the aesthetic but the option to toggle to generic buttons/input display would be strongly appreciated
This is being addressed in 2.4. Tyron has shared screenshots of some controller/keyboard-specific button graphics.
 
This is probably not the game's fault but a weird one nonetheless: The execution file of the game just... Disappears for some reason, that means I have to reinstall the game (I still have the wizard for 2.3), maybe it's probably sometimes during a shut down?
but come on, the exe shouldn't delete itself during a shutdown randomly.
RR_EmptyIcon.JPG
RR_NoExe.JPG
Edit: BTW, this happened to me MULTIPLE times!
 
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Just gonna jot down a few that comes to mind after playing Ring Racers for a while, hopefully this won't come off as insane ramblings. (shouldn't have written this past midnight xd)
  1. It should be more obvious when some power-ups are going to run out.
    The little particles on Grow and Invincibility disappearing before they run out is really hard to notice, especially with Invincibility, since it has like 4 different VFX applied to it at once, and the sparkles get really small when you need to look out for them disappearing. The Ghost state after getting your item stolen is way harder to notice than the other two, honestly not even sure what it does other than making your minimap icon blink, I think it makes your racer blink too, but I'm honestly not sure. Some sort of a HUD element, or audio cue would help a lot with these.
  2. Braking should stop you when you're being pushed by springs/bumpers, or at the very least slow you down way more than it does currently.
    The counter for being knocked in a direction you don't want to go in being just driving is really odd, braking would feel a bit more natural.
  3. Garden Top should be invulnerable to stage hazards and a bit more than just 3 items
    This is to make up for how it can barely be controlled as well as your regular ring racer. It pretty much makes trying to ride the thing more detrimental then not getting an item at all, or using it just to pass tripwire, which is usually the best option.
  4. Grow should be invulnerable to Egg-Mark.
    I kinda feel like this could be a bug, since it's one of the only normal-sized items that can harm large players, but it still feels odd that a power-up that makes you take up more space punishes you for touching something, (the other item is the SPB, which makes slightly more sense, but still kinda odd.)
  5. Different colored tripwires, or some other kind of graphic to indicate if you need good speed to take a shortcut or not.
    The Ghost State and Grow get screwed over with some tripwires due to not having enough speed. Maybe one to indicate if you need to be invulnerable to pass, but Metropolis might be the only track I can think of that has hazards in a shortcut. Alternatively, Grow could have offroad prevention, but then they might be extremely overpowered.
  6. Hyudoro should move faster.
    Sometimes this guy steals an item and then takes the entire race to give it to someone, make those bedsheet flaps do some work!
  7. Gear exclusive terrain/objects
    Not entirely sure if this one's possible, but some tracks don't seem like they're designed with certain gears in mind. For example, on Lost Colony, crossing the jump in the box room requires a great amount of effort on Gear 1, essentially requiring releasing a level 2 boost as close to the ramp as possible, and eating a ton of rings, it's just about 0 effort on Gear 3 though, near impossible to fail, and the final spiral on Hydrocity punishes you for going a tiny bit too fast on Gear 3.
  8. There should be some sort of incentive to go get spraycans during netgames or Grand Prix.
    Unlocking a color is pretty cool, but them doing something else during a competitive setting would be cooler.I made this mockup where the cans are replaced with an extra life, but free lives might be a bit OP, but going out of your way to get it could potentially cost you a good rank. Not sure what to do with netgames though.


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i really REALLY like the last suggestion
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imma need red ring rico that is all
 
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This is probably not the game's fault but a weird one nonetheless: The execution file of the game just... Disappears for some reason, that means I have to reinstall the game (I still have the wizard for 2.3), maybe it's probably sometimes during a shut down?
but come on, the exe shouldn't delete itself during a shutdown randomly.
Edit: BTW, this happened to me MULTIPLE times!
Never happened to me. Did you placed your Ring Racers copy into your Program or Download folders?
 
Never happened to me. Did you placed your Ring Racers copy into your Program or Download folders?
It's in my User folder. Is that bad? I guess I didn't change the file path when I first installed the game. I'll move the whole game over there when I get that chance.
 
A friend has been making it their project to get prison break medals and found a lot of the times really daunting until they realized that most improvements over the bronze times tend to blow you right past the gold times too, because the medal check times are so close together. While I see the logic, I think giving more leeway on the bronze times would create a better learning curve, even if it'd end up making some of the bronze medals "easy". This is actually a smaller criticism I had when the game first dropped but I don't think I ever voiced it in this thread, so I'm jotting it down while it's relevant!!
 
It would be very useful if models could be loaded from PK3 files. I remember there was a fork of SRB2 v2.1 by Lactozilla that had this functionality. If a future update has HWR2 and long sprite names it could be viable to create fake level geometry using models embedded in the PK3, which would open up lots of avenues for level decoration.
 
bit of a weird ask but would it be possible to give every player the ability to mix and match parts of their UI in places they see fit and feel more comfortable with? (i really just want to move the map somewhere else tbh) something akin to mmo's more noteably FFXIV?
 
Server hosts could probably do some cool stuff if there was some playercount-dependent alternative to choose and chooseweighted.
chooseplayercount singleplayer_alias 1 duel_alias 2 multiplayer_alias 3 full_lobby_alias 15
In a similar vein, choosing something based on the lobby's average or minimum PWR could have some minor utility.
Playercount and PWR are currently already used to limit battle map selection and "Auto" game speed, if more alt gamemode servers pop up then server managers could script things like gameplay toggles for any add-on that doesn't include those things natively.

There doesn't currently seem to be any way for a server to change the gamemode of the next map without forcing a new map? (queuemap, randommap)
 
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There doesn't currently seem to be any way for a server to change the gamemode of the next map without forcing a new map? (queuemap, randommap)
It’s annoying when I’m trying to play Dynamite Derby on Green Hills and am forced to play on a different map
 
i'm not sure if this has been brought up before. I have hand issues so i can't hold buttons for a long time, so i'm really glad there's auto-accel in the options! It throws me off really bad that braking doesn't turn it off though, causing me to always e-brake instead unless i flam the buttons. So i'd prefer an option for either:
  • pushing Brake fully cancels kickstart-accel and you need to hold Accel for a bit to turn it back on
  • or, holding Brake with kickstart-accel active does normal brake instead of e-brake, but you start accelerating again once you release it (preferred)
this would be a big accessibility improvement for me, since i noticed a huge improvement in my play once i set up an external macro for option 1 there, but i'd like to not have to do that (and it doesn't work perfectly anyways). Thank you for including kickstart-accel as an option to begin with though, and thank you for reading this. ❤
 
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