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VG Thought Let's do this like Brutus. 2014-11-07T03:08:02+00:00 https://forums.vgthought.com/feed.php?f=27&t=910 2014-11-07T03:08:02+00:00 2014-11-07T03:08:02+00:00 https://forums.vgthought.com/viewtopic.php?t=910&p=1563#p1563 <![CDATA[Re: How to break down courses]]>
I'd like to see an analysis written up from your approach. For now, I'm going to mull over Sunny Beach and what a simpler analysis can say about it, just to get my sea legs.

Statistics: Posted by Golem — Fri Nov 07, 2014 3:08 am


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2014-11-07T01:50:16+00:00 2014-11-07T01:50:16+00:00 https://forums.vgthought.com/viewtopic.php?t=910&p=1562#p1562 <![CDATA[Re: How to break down courses]]>
From an input-based perspective, maybe it could be:
- Forced turns, which prevent an incorrect steering input (composition of walls and obstacles)
- Bonus turns, which reward a correct steering input (the right side of yellow/red buoys)
- Jumps, which punish (but rarely prevent) an incorrect steering and/or acceleration input
- Waves, which reward a correct traction input

Basically, what contexts inform the translation of player inputs into speed.

Whereas an element-based perspective might take into account:
- Walls
- Boundaries (those outer buoy lines that you can only stay outside of for 5 seconds)
- Buoys
- Ramps
- Low surfaces (that you can ride over but lose handling/accerlation)
- Waves
- Turbulence
- Spike balls (these behave slightly differently than walls since they immediately knock you off no matter what your angle of approach)
- Ice bergs can kinda fit in with spike balls
- The placement and size of all these objects

I guess maybe composing those elements and their interaction seems like a lead-in to the higher level input-based comparison.

Statistics: Posted by Yourself — Fri Nov 07, 2014 1:50 am


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2014-11-07T00:30:39+00:00 2014-11-07T00:30:39+00:00 https://forums.vgthought.com/viewtopic.php?t=910&p=1561#p1561 <![CDATA[How to break down courses]]> Statistics: Posted by Golem — Fri Nov 07, 2014 12:30 am


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