Ask: Godot or C/SDL? 2 Drifts in 1.x, 3 in Evolution? Experimental Build?
#1
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Hello folks of STK,

it's the first time writing to you after maaaaaany years of playing STK under Linux.

I've some questions I decided to post here all together:

  1. Somewhere I read that you will use Godot for the new version. The experimental build looks like you'll continue with c/SDL? Why did you decide for the one or the other? I myself also code in Godot and C/SDL, so I'm curious about the reasons.
  2. In the last blog article, the "Roadmap", you mentioned the 2 drifting levels that long-time STK-fans should know. I only know about the one key to drift and I use it. Is there another drift? And what will be the third drift like?
  3. I would like to compile the experimental build you also mentioned in the blog. Just to be sure: It's the "BalanceSTK2" branch and I build this branch like the old versions of STK? And is the experimental build already playable in a basic way?

So, thank you for the answers to my questions in advance and also for the work on the new "Evolution". I'm so curious how the gameplay will be.

Racing tuxuju
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#2
From what I understand, the Godot announcement was an April Fools joke.
Founder and lead developer, Overclocked Abacus Games
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#3
(27-09-2025, 02:34 PM)tuxuju Wrote: Hello folks of STK,

it's the first time writing to you after maaaaaany years of playing STK under Linux.

I've some questions I decided to post here all together:

  1. Somewhere I read that you will use Godot for the new version. The experimental build looks like you'll continue with c/SDL? Why did you decide for the one or the other? I myself also code in Godot and C/SDL, so I'm curious about the reasons.
  2. In the last blog article, the "Roadmap", you mentioned the 2 drifting levels that long-time STK-fans should know. I only know about the one key to drift and I use it. Is there another drift? And what will be the third drift like?
  3. I would like to compile the experimental build you also mentioned in the blog. Just to be sure: It's the "BalanceSTK2" branch and I build this branch like the old versions of STK? And is the experimental build already playable in a basic way?

So, thank you for the answers to my questions in advance and also for the work on the new "Evolution". I'm so curious how the gameplay will be.

Racing tuxuju
Hi tuxuju and welcome to the forum Smile
1. The part about Godot was sadly just an aprils fools joke. After STK Evolution we might look into alternatives to our own engine, but that heavily depends if we get more people on board who would be willing to help in this regard.
2. By drifting levels we mean the boosts you can get, not the way youcan drift itself. So right now it's yellow and red and for evolution there is a third one.
3. Yes it's certainly in a playable stage, please give it a try! (there might be bugs of course). Yes you can build this branch the same way you would build the master branch. Also see this for some instructions: https://forum.supertuxkart.net/thread-2.html
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#4
Thank you both for your replies.

Quote:Hi tuxuju and welcome to the forum

I'm happy to be here, @SvenBig Grin

Quote:1. The part about Godot was sadly just an aprils fools joke. After STK Evolution we might look into alternatives to our own engine, but that heavily depends if we get more people on board who would be willing to help in this regard.

I see. I also prefer c frameworks for detailed projects that are non-standard. I have to look more into the code to learn about the current system.

Quote:2. By drifting levels we mean the boosts you can get, not the way youcan drift itself. So right now it's yellow and red and for evolution there is a third one.

Ah, you mean these accelator arrows. Nice. I'm so curious what will be integrated.

Quote:3. Yes it's certainly in a playable stage, please give it a try! (there might be bugs of course). Yes you can build this branch the same way you would build the master branch. Also see this for some instructions: https://forum.supertuxkart.net/thread-2.html

Thank you. I'll do that.


Wish you a nice day! Cool
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#5
(27-09-2025, 09:51 PM)tuxuju Wrote: Ah, you mean these accelator arrows. Nice. I'm so curious what will be integrated.

No, not accelerator arrows.

When you are drifting, as the duration of the drift increases, the particle emitted by the kart changes. The drift levels, each with a specific time threshold and their own associated boost strength and duration, are commonly named after the color of those particles.

Yellow drift corresponds to the first level, red drift (it can also be seen as reddish orange, the precise look depends on the background) corresponds to the second level.

For STK Evolution, there will be a third level reached by keeping a drift even longer, corresponding with the purple color. On the other hand the second level is slightly easier to reach than before. On many tracks, optimal racing includes a mix of all three drift levels, but this also depends on factors such as kart class.

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#6
Quote:No, not accelerator arrows.

When you are drifting, as the duration of the drift increases, the particle emitted by the kart changes. The drift levels, each with a specific time threshold and their own associated boost strength and duration, are commonly named after the color of those particles.

Yellow drift corresponds to the first level, red drift (it can also be seen as reddish orange, the precise look depends on the background) corresponds to the second level.

For STK Evolution, there will be a third level reached by keeping a drift even longer, corresponding with the purple color. On the other hand the second level is slightly easier to reach than before. On many tracks, optimal racing includes a mix of all three drift levels, but this also depends on factors such as kart class.

Thanks. That's funny. I use it but I never noticed that the particles change to red while drifting. But with this knowledge I can play more with it while racing.
And three levels are even more interesting.

I cannot understand why I didn't saw the color change. Thank you for clarification!
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#7
Thumbs Up 
I compiled the experimental branch and played the new and improved tracks already included - awesome!
Really good work.

The tilted tracks are fun to ride, so many to experience, the new kart, ... I'm happy but here's a little one missing a track with dinosaurs and one with African animals. Smile

Is there a way to know when bigger changes are done in the experimental branch like works on the UI, bigger track or kart changes, ...?
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#8
We will post regular development updates in the blog Smile
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#9
(30-09-2025, 10:56 PM)Sven Wrote: We will post regular development updates in the blog Smile

That's perfect.  Big Grin
I also found the comparison list in github for the two branches.

Is it useful to already write feedback and bugs for the current tracks anywhere?
Best place is here or as issue in github?
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#10
For tracks it really depends, they are already far more advanced than the current versions.

If you have specific ideas or suggestions for them you can write them here (in a seperate post) but bugs or other problems will probably not be that helpful.

For bugs from the game itself github is the right place.
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#11
(02-10-2025, 02:43 PM)Sven Wrote: For tracks it really depends, they are already far more advanced than the current versions.

If you have specific ideas or suggestions for them you can write them here (in a seperate post) but bugs or other problems will probably not be that helpful.

For bugs from the game itself github is the right place.


Okay, I'll maybe write about my experience of the new tracks here in general, so if something's interesting for the team, you can pick it.

But at first I've to do the benchmark test I read in the other post. Maybe it's my low graphics level. Big Grin

Thank you.
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