Hey guys! I've got a question about an old GBC game. It's a really interesting visual showcase for the platform. Toy Story Racers. I'd love to make a game like this eventually.
So the "tracks" and "graphics" are CG/FMV looping animation tracks. No actual 3D at all pretty much. Right? There's obviously more to this game than just an animation loop though either way. I'm wondering about the inner-workings and behind-the-scenes of this game engine. And how I'd be able to code a game like this through events with C2.
I've actually started creating a prototype and I've gotten farther than I thought I could! But I'm not sure how feasible this idea is to begin with. The player is a sprite moving left and right on a large animated sprite/gif basically. I'm mainly interested in how the multiplayer, A.i. and the overall interactive aspect of the game was created.
How is it possible to have an active multiplayer race on a track like this? This is essentially just a flat looping animation/gif with the player bound to screen. How is the GBC calculating where the other contestants are on the track? My simple prototype is like an infinite racer Rad Racer game right now. I know I can figure out some ways to "simulate" like your racing against other opponents but I don't know how to do the real deal. They're not persistent contestants on an actual physical persistent track. I'm wondering how my simple looping animation can be turned into an actual "track" where you and other A.I. race on it.
I'm also wondering how exactly is the game controlling the movement for the other contestants. Things like moving left/right, up/ down and scaling forward/back on the track all on this animated sprite. How are the other racer sprites kept in perspective on this looping animation?
Am I thinking about this the all wrong? I guess there must be some kind of actual heavy math or 3D stuff calculating the racers in 3D space? I'm just experimenting with C2 and I was curious how this would be possible with C2.