Wow, thank you guys for all your feedback.
So it's time for some answers I guess.
@requerent:
I am using
Ogre and I am programming in C++. You might think that Ogre is overhead but it has certain advantages that I am interested in (mature community, CEGUI compatibility, shader support, etc.). Here's a small video showing my first steps. I initially wanted to create a minecraft clone, so it doesn't really show the actual state of my game:
Infinite Terrain Video@Game Hunter and requerent:
I like the idea of showing all available states for possible car movements but I also think it might feel slow (in comparison to the movement of a player) if the player has to click the desired state. Maybe those available states should only be shown if the player changes direction. If he keeps moving into the direction of the previous step he just needs to press a "skip turn/step" key. If he wants to increase the speed while keeping the direction he needs to press the corresponding key for this direction and the key for the opposite direction to decrease speed.
This way moving horizontally or vertically can feel fast while turns (changes in direction) will feel a bit slower because of the 'state selection' but that's okay. I mean, making turns with a real car also feels slow, doesn't it?
However, there's still a small problem. The roads I am using won't support smooth curves, i.e. only manhattan like layouts. So turns like these:
# = Road
C = Car
/ = Possible Collision
. = Not Road
##### ##/CC
#.... #//..
#.... --> //...
C.... #....
C.... #....
...would cross nonroad terrain and therefore result in the car driving against pedestrians. You might say that the player needs to slow down before turning but I am asking myself how this would feel and if the mentioned approach is precisely and easy enough to do it. I guess this discussion would highly benefit from some kind of prototype.
Is the player the driver or is the player tactically commanding the driver?
I'm not sure if I really understand this question but I tend to say: The player is the driver. Does it help if I say that I am aiming at making the game feel like a turn-based GTA 1 (at least in regard to car controls)?
@Jim:
I tried to play Gearhead and it looks really interesting but I don't understand the control mechanism, so I sadly wasn't able to see the "inertia and controlled velocity".
Again, thanks in heaps for your feedback. Your thoughts helped me a lot.