Update time! Things are going very well with this but we'll see if we have anything in time for contest deadline. I'm not going to kill myself to get it finished in time.
All core gameplay including physics, attacking, netcode, etc. are in but will need tweaking in terms of difficulty. The game is fairly simple: you race around a track and wallop each other with cricket bats. The "corvettes" are now bobsleds.
The menu system is in the process of going in. Menus and "glue" are always annoyingly large amounts of work so I like to get them done as soon as the core gameplay is complete. So far, so good, a little web app will coordinate user accounts and matchmaking, and so I can extend it as time goes on if there is demands for it (e.g., leagues, etc.)
Each track is going to have quite a different atmosphere, although the gameplay remains identical on each. There will be 3.
The first is as initially planned; it will be a (almost totally opaque) "rainbow road" on a cyan sky background. Clouds will float by. Inspired by velodrome, it's a symmetrical ovaloid track.
Second is going to be a waterslide. The background (and by here I mean skybox) will be waterfalls, and there will be a rain effect, as well. The waterslide has two sections, a climb and then a "slide" or ladder back down. The ladder throws you from side to side, which affects the gameplay. Hard to explain but basically it is difficult to align yourself properly for a hit when going quickly through corners because the physics always wants to throw you to the outside (not a problem if you just take it slow, however.) So the presence of this twisty part should have a (yet unforseen) effect on strategy.Tracks I and II
Last is going to be a volcano. I will copy the ash effect from Wind Waker since it's so beautiful. I will try to make a model of some kind for the lava cone which we will name Fuji-san.Track III
Other plans are to foley all the sfx instead of sfxr, but we will see. It should be a bit easier to record sfx now that I have a netbook.
Again I'm going to try and make each level quite atmospheric, with lots of layered background effects and/or particle effects. I'm quite happy with this design and hopefully the netplay doesn't end up being too laggy. The lag is "normalized" which means your command-keys always make the round trip before being recognized. I don't know if that is such a hot idea but it can be changed.
I'm using something called the yii framework for the back-end. You'll have to sign in with twitter or something on the bobsledders website before you can play, and then it requires you to enter a 5-digit validation code from the game (just once) to connect. Or I might just go with a password (less confusing).
Well folks, that's all for tonite!