Version 0.2

The following features are currently supported

My todo list to complete v0.2

Version 0.3

Size for the bikes

Currently, the bikes occupy only a pixel. While this was great in older version, it becomes a problem when we leave the flat 2D universe of Tron6 and Tron7 v0.2. They should have a width, lenght and height. Usage for the height should come when bikes start to jump from one surface to another (see "Falling off the edge of polygones").

Variable trace mode

In addition to the classic Tron trace, more models will be added. Examples of new traces are Constant Length, Nibble (grows with time and/or tokens) and Dotted. This should improve the types of game play available.

3D polygons based maps

The bike will be free to explore a map that exist in 3D. Not only could the bikes navigate in the kind of maps that first person shoter have used us to, they could be allowed to roam the walls. To respect the ideology of the light cycle game, all the movements would be orthogonal.

Sub-features includes:

Coming soon, images to give examples of maps

Future versions

New motions rules for the bikes

New motions rules could include notions similar to air friction and engine power. This model would allow "realistic" acceleration while going down a slope or slowing down when no thrust is applyied.

Map/World related

Gravity vectors for each polygones

Each polygone could have an independant "gravity" vector that could affect the speed of the bikes.

Falling off the edge of polygones

Rules that would allow a bike to "jump" off the edge of a polygone and deal with the "free fall" of the bike thereafter.

Use of round objects in the map

Spheres, cones, cylinders, tores and other shapes could be used to build the maps.

Themed appearance

The client could support the notion of theme.

Trace/tail

Whiping tail

The trace/tail should behave like a chain draged by the bike, thus enabling the player to use the whiping effect to try to kill the other players.

Capture the trace

In this mode, the trace are not obstacles but commodities. Points are given for keeping a long trace over time. A part of the trace near the bike could be considered "hard". A player could win the trailling part of the trace he impact, minus a certain loss. Certain circles could add or substract to the trace.

Teams

The players could team up to compete agains other team.

Game modes

Support for multiple mode of play. Last man standing: The game ends when all but one player are alive. Deathmatch: Dead player respawn or are kept in a jail so they can compete again. The winner is based on a point system. Capture the flag: The player/team must capture a "flag" from the enemy while keeping it's own.

Player control flying claws

Rather than controling a bike, a player could control some other vehicule. The claw would be a fliying vehicule and the player would try to eliminate others by landing on them or on there path

Player control the circles:

A player could be in charge of laying the obstacles. Possible ideas include having only a certain time to dispose of each circle the player receive, in a similar fashion that a player has only a short time to place a peice in Tetris.

Crazier ideas

Break away game

Similar to thoses games where balls go and destroy a wall of brick, but using a bike trace to bounce the ball.

X-Pilot

Rather than using a ship, one could use a Tron bike with a "nibble like" trace. Enemy touching the trace would explode and the player would hide from the bullets behind it's own trace.