<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Project: Death Race Update &#8211; Making Games Is Hard</title>
	<atom:link href="http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/</link>
	<description>Gaming</description>
	<lastBuildDate>Thu, 29 Jul 2010 07:59:31 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: Barmecide</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-284</link>
		<dc:creator>Barmecide</dc:creator>
		<pubDate>Sat, 21 Mar 2009 16:49:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-284</guid>
		<description>Just a note of encouragement.  Somehow or other I managed to find a couple matchbox cars in a junk drawer and I&#039;m keen to try out the game.</description>
		<content:encoded><![CDATA[<p>Just a note of encouragement.  Somehow or other I managed to find a couple matchbox cars in a junk drawer and I&#8217;m keen to try out the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sigwald</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-260</link>
		<dc:creator>Sigwald</dc:creator>
		<pubDate>Sat, 14 Mar 2009 19:02:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-260</guid>
		<description>If there is some risk of crashing &amp; burning, and this risk escalates the more complex a driving action is taken, then I think a parallel decrease in successfully targeting or being a target seems sensible. Your going to want to level out at some point and concentrate on aquiring and hitting your target and you will also make a better one while you are busy aiming which also seems sensible to me.
I&#039;m eagerly awaiting this game,

Sigwald
Nitrous injected suicide machine</description>
		<content:encoded><![CDATA[<p>If there is some risk of crashing &amp; burning, and this risk escalates the more complex a driving action is taken, then I think a parallel decrease in successfully targeting or being a target seems sensible. Your going to want to level out at some point and concentrate on aquiring and hitting your target and you will also make a better one while you are busy aiming which also seems sensible to me.<br />
I&#8217;m eagerly awaiting this game,</p>
<p>Sigwald<br />
Nitrous injected suicide machine</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bungz</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-177</link>
		<dc:creator>Bungz</dc:creator>
		<pubDate>Tue, 17 Feb 2009 17:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-177</guid>
		<description>I stumbled across this and found it pretty interesting.  I have a number of Matchbox cars around my cube for decoration so this is right up my alley.  It reminds me of a Steve Jackson game I played a little as a kid, Car Wars.  Anyway the game sounds like a ton of fun, I especially like the idea of modifying Matchbox cars.  Anyway on to the rules:

I believe if you don&#039;t make it too difficult to hit with a weapon while driving fast or making a hard maneuver than you&#039;ll end up with games that end too quickly, and you will be taking away the motivation of setting up a well timed and thought out attack.  Driving fast would still be encouraged from a strategic perspective because it will aid in defense and still be important for inflicting damage during any ramming maneuvers.  

Style points are another interesting dilemma.  I don&#039;t think they should be considered when you are adding up damage or chance to hit, but it would be a cool way to bring in the effect of morale of the drivers.  If someone keeps hitting your car and they are taunting you while they are doing it then it may affect your ability to make sound decisions.  Perhaps the best way to deal with it is to have any style points earned go against the opponent&#039;s accuracy roll in future attacks.    

Anyway I think I am going to create some cars for this next weekend.  Cool game idea!</description>
		<content:encoded><![CDATA[<p>I stumbled across this and found it pretty interesting.  I have a number of Matchbox cars around my cube for decoration so this is right up my alley.  It reminds me of a Steve Jackson game I played a little as a kid, Car Wars.  Anyway the game sounds like a ton of fun, I especially like the idea of modifying Matchbox cars.  Anyway on to the rules:</p>
<p>I believe if you don&#8217;t make it too difficult to hit with a weapon while driving fast or making a hard maneuver than you&#8217;ll end up with games that end too quickly, and you will be taking away the motivation of setting up a well timed and thought out attack.  Driving fast would still be encouraged from a strategic perspective because it will aid in defense and still be important for inflicting damage during any ramming maneuvers.  </p>
<p>Style points are another interesting dilemma.  I don&#8217;t think they should be considered when you are adding up damage or chance to hit, but it would be a cool way to bring in the effect of morale of the drivers.  If someone keeps hitting your car and they are taunting you while they are doing it then it may affect your ability to make sound decisions.  Perhaps the best way to deal with it is to have any style points earned go against the opponent&#8217;s accuracy roll in future attacks.    </p>
<p>Anyway I think I am going to create some cars for this next weekend.  Cool game idea!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Robot Viking Â» Blog Archive Â» Project: Death Race Update - Making Games Is Hard &#171; ThisIsJuan.com BLOG</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-167</link>
		<dc:creator>Robot Viking Â» Blog Archive Â» Project: Death Race Update - Making Games Is Hard &#171; ThisIsJuan.com BLOG</dc:creator>
		<pubDate>Sat, 14 Feb 2009 13:35:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-167</guid>
		<description>[...] Robot Viking Â» Blog Archive Â» Project: Death Race Update - Making Games Is&#160;Hard   By juannavarro   Categories: Awesome       Robot Viking Â» Blog Archive Â» Project: Death Race Update - Making Games Is Hard [...]</description>
		<content:encoded><![CDATA[<p>[...] Robot Viking Â» Blog Archive Â» Project: Death Race Update &#8211; Making Games Is&nbsp;Hard   By juannavarro   Categories: Awesome       Robot Viking Â» Blog Archive Â» Project: Death Race Update &#8211; Making Games Is Hard [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ravenwing</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-166</link>
		<dc:creator>Ravenwing</dc:creator>
		<pubDate>Fri, 13 Feb 2009 22:44:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-166</guid>
		<description>A little bit of both, I think previous incarnations of this type of game have suffered from too much math and over thinking the situation. tactics and strategy always play a part, but should not hamper game play to the point of needing a scientific calculator to make you next shot ;)

Another idea would be to have a gunner / co-pilot to aid in the shooting. adding a bonus to your &quot;to hit&quot; number, this could be offset by the points you pay for how good your gunner is.

Andy</description>
		<content:encoded><![CDATA[<p>A little bit of both, I think previous incarnations of this type of game have suffered from too much math and over thinking the situation. tactics and strategy always play a part, but should not hamper game play to the point of needing a scientific calculator to make you next shot <img src='http://www.robotviking.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Another idea would be to have a gunner / co-pilot to aid in the shooting. adding a bonus to your &#8220;to hit&#8221; number, this could be offset by the points you pay for how good your gunner is.</p>
<p>Andy</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ggodo</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-165</link>
		<dc:creator>ggodo</dc:creator>
		<pubDate>Fri, 13 Feb 2009 22:44:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-165</guid>
		<description>I&#039;m with T3kno on this, don&#039;t penalize the shooter&#039;s manuver too much. If it&#039;s too hard to shoot at speed it&#039;ll quickly become Death Turrets and speed would lose all advantage. Your moving doesn&#039;t hurt too bad, and maybe a weapon that partly compensates for the mobility. Battletech&#039;s Streak missiles come to mind. Mild homing, perhaps?</description>
		<content:encoded><![CDATA[<p>I&#8217;m with T3kno on this, don&#8217;t penalize the shooter&#8217;s manuver too much. If it&#8217;s too hard to shoot at speed it&#8217;ll quickly become Death Turrets and speed would lose all advantage. Your moving doesn&#8217;t hurt too bad, and maybe a weapon that partly compensates for the mobility. Battletech&#8217;s Streak missiles come to mind. Mild homing, perhaps?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: FollowtheCamel</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-164</link>
		<dc:creator>FollowtheCamel</dc:creator>
		<pubDate>Fri, 13 Feb 2009 16:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-164</guid>
		<description>I like the to hit number factoring in the maneuver of both the attacker and defender.  It gives you the flexibility to design &quot;classes&quot; of cars.  The insane driving, light on armor sports car versus the slow moving, heavily armed tank of an SUV.  I&#039;m assuming that the rest of the rules would have mechanics that would create reasons for one to choose between the different classes.</description>
		<content:encoded><![CDATA[<p>I like the to hit number factoring in the maneuver of both the attacker and defender.  It gives you the flexibility to design &#8220;classes&#8221; of cars.  The insane driving, light on armor sports car versus the slow moving, heavily armed tank of an SUV.  I&#8217;m assuming that the rest of the rules would have mechanics that would create reasons for one to choose between the different classes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: t3knomanser</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-163</link>
		<dc:creator>t3knomanser</dc:creator>
		<pubDate>Fri, 13 Feb 2009 16:15:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-163</guid>
		<description>@Alvan: good way of putting it. 

That raises an idea- lots of RPG systems have &quot;style points&quot;, where you can gain bonuses on rolls for roleplaying out or doing stuff that&#039;s just really cool.

Something like that would actually be good for this game- there should be a way to improve your attacks by being utterly ridiculous.</description>
		<content:encoded><![CDATA[<p>@Alvan: good way of putting it. </p>
<p>That raises an idea- lots of RPG systems have &#8220;style points&#8221;, where you can gain bonuses on rolls for roleplaying out or doing stuff that&#8217;s just really cool.</p>
<p>Something like that would actually be good for this game- there should be a way to improve your attacks by being utterly ridiculous.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alvan</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-162</link>
		<dc:creator>Alvan</dc:creator>
		<pubDate>Fri, 13 Feb 2009 15:03:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-162</guid>
		<description>Well, my personal opinion - a game called Death Race should, by default be very much about hitting the pedal and driving as fast as you can. Maybe with a very small penalty only if you&#039;re going the maximum speed and doing the most insane stunts. It&#039;s called Death Race, not Death Driving Carefully And Taking Aim. :)

The ideas on the posts sound groovy and can&#039;t wait for the alpha test rules.</description>
		<content:encoded><![CDATA[<p>Well, my personal opinion &#8211; a game called Death Race should, by default be very much about hitting the pedal and driving as fast as you can. Maybe with a very small penalty only if you&#8217;re going the maximum speed and doing the most insane stunts. It&#8217;s called Death Race, not Death Driving Carefully And Taking Aim. <img src='http://www.robotviking.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The ideas on the posts sound groovy and can&#8217;t wait for the alpha test rules.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: t3knomanser</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-161</link>
		<dc:creator>t3knomanser</dc:creator>
		<pubDate>Fri, 13 Feb 2009 14:20:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-161</guid>
		<description>Also: one of the few things the old WEG version of the Star Wars:RPG got right was vehicle piloting rules. It&#039;s been awhile since I&#039;ve looked, but they had a system for handling maneuver difficulties and the like. Might be worth digging up an old copy of that (surely, you must know someone who has a copy of that? I might have a PDF someplace) just to see how they solved the problem.

Lord knows, I reviewed the rules for MageKnight and &lt;i&gt;Last Night on Earth&lt;/i&gt; before formulating the combat system for the game I&#039;m working on.</description>
		<content:encoded><![CDATA[<p>Also: one of the few things the old WEG version of the Star Wars:RPG got right was vehicle piloting rules. It&#8217;s been awhile since I&#8217;ve looked, but they had a system for handling maneuver difficulties and the like. Might be worth digging up an old copy of that (surely, you must know someone who has a copy of that? I might have a PDF someplace) just to see how they solved the problem.</p>
<p>Lord knows, I reviewed the rules for MageKnight and <i>Last Night on Earth</i> before formulating the combat system for the game I&#8217;m working on.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: t3knomanser</title>
		<link>http://www.robotviking.com/2009/02/13/project-death-race-update-making-games-is-hard/comment-page-1/#comment-160</link>
		<dc:creator>t3knomanser</dc:creator>
		<pubDate>Fri, 13 Feb 2009 13:38:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=527#comment-160</guid>
		<description>I think you and I use a different definition of &quot;alpha&quot;. In my mind, &quot;alpha&quot; means you&#039;ve implemented all of the core features, made sure they don&#039;t fail spectacularly, but haven&#039;t really tested anything beyond that.

Neither here nor there.

As to your last question, I think the obvious answer is &quot;a little of both&quot;. A game named &quot;Death Race&quot; really deserves crazy, chaotic gameplay, but any good game should force the player to make interesting tradeoffs.

Your current maneuvering should be taken into account, but weighted less than your opponents maneuvers. Without knowing how your maneuver system works, I imagine it like this:

Maneuver difficulty: 1  2  3  4  5  6  7  8
To hit modifier:       1  2  3  4  5  6  7  8 (added to the target&#039;s defense)
To shoot modifier:   1  1  1  2  2  2  3  3 (subtracted from the attacker&#039;s offense)

Basically, maneuvers break down into easy(1-3), medium (4-6) and hard (7,8). If you wanted to, you could even weight the defense in the same way, all easy maneuvers grant a +3, all medium maneuvers grant a +6, and all hard maneuvers grant a +9.

That would be nicer because you wouldn&#039;t need to track the actual difficulty number of the last maneuver, just its category.</description>
		<content:encoded><![CDATA[<p>I think you and I use a different definition of &#8220;alpha&#8221;. In my mind, &#8220;alpha&#8221; means you&#8217;ve implemented all of the core features, made sure they don&#8217;t fail spectacularly, but haven&#8217;t really tested anything beyond that.</p>
<p>Neither here nor there.</p>
<p>As to your last question, I think the obvious answer is &#8220;a little of both&#8221;. A game named &#8220;Death Race&#8221; really deserves crazy, chaotic gameplay, but any good game should force the player to make interesting tradeoffs.</p>
<p>Your current maneuvering should be taken into account, but weighted less than your opponents maneuvers. Without knowing how your maneuver system works, I imagine it like this:</p>
<p>Maneuver difficulty: 1  2  3  4  5  6  7  8<br />
To hit modifier:       1  2  3  4  5  6  7  8 (added to the target&#8217;s defense)<br />
To shoot modifier:   1  1  1  2  2  2  3  3 (subtracted from the attacker&#8217;s offense)</p>
<p>Basically, maneuvers break down into easy(1-3), medium (4-6) and hard (7,8). If you wanted to, you could even weight the defense in the same way, all easy maneuvers grant a +3, all medium maneuvers grant a +6, and all hard maneuvers grant a +9.</p>
<p>That would be nicer because you wouldn&#8217;t need to track the actual difficulty number of the last maneuver, just its category.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
