


			Hi! It's me again!


	Here are my comments about your graphics and the way they should
	be drawn to have a 50 frames per second game. There are many
	hardware restrictions you don't seem to be aware of. You must
	know by example that it is not possible to "shrink" objects in real
	time (because the Amiga does not have a coprocessor to do that
	quickly). The same thing about BOB's: you can't put as many as you
	want on the screen. BOB's take quiet some time to be displayed on
	screen but if you can use SPRITE's in some conditions, then you
	can go much faster (I'll tell you about it further in the text).

	Well, here is a list of remarks for each low-res screen you drew:

	Cargame
	-------
	First thing you must know is that the further away you can see,
	the slower the road will be COMPUTED & DISPLAYED. That means that
	the very last horizon line of the road you can see on screen should
	not be too narrow (very far away from you) but about 32 pixels
	wide (far ENOUGH from you). These 32 pixels also allow far away cars
	to be displayed correctly (it would not be good if they were
	moving on a 4 pixels wide raster line!).

	FCR proper track
	----------------
	Here comes the real restrictions. As I told you, it is possible for
	the Amiga to do everything you showed me in 25 frames per second.
	If you really want a 50 frames per second CAR game (like I do!)
	you've got to understand that you must have some restrictions.
	They might be funny and quiet stupid but that's the way the
	Amiga hardware is build.
	Just have a look at the new picture named "FCR proper track" on
	this disk and you will easier understand what I mean.
	First of all, if there are only "three" colors for the road,
	the four first colors of the palette are going to be reserved
	for the road drawing. You can't, I repeat, YOU MAY NOT use these
	four colors elsewhere in the game (for bobs or speed counters...)
	color #0: BLACK (background color)
	color #1: BLUE shades for the sky and GREEN shades for the "ground"
	color #2: BROWN shades for the road
	color #3: swapping WHITE & RED for the road extremities
	If you want to know why it is FASTER for the Amiga:
	It is faster to draw a road in 3 colors (instead of 32!) and then
	to tell the Amiga when to change the colors by using the COPPER
	coprocessor. I am not going to tell you "why?" each time, you can
	ask one of your coders (even lazy!), HE will tell you why, Okay?

	Funcar Racing
	-------------
	It's cool! It looks so much like POWER DRIFT but i think it is just
	a coincidence, right? (ah! ah!). The final bobs of THE car must
	be completly equiped (all the parts of the car must
	be assembled correctly, i.e. the tyres and pilot must be ON
	the car and NOT separatly used!)

	Funcar Racing.EX
	----------------
	Here we REALLY go! It looks very nice, very arcade BUT...
	The road does not seem to be finished at the horizon & that's a
	problem because the physical PERSPECTIVE in this picture is
	not correct. If you refer exactly to what you have drawn,
	the smallest bob that will appear on the horizon line will be
	very big ALREADY!!! (check the new picture!)
	Will the road map (top right corner) overlay with CLOUDS,TREES ?
	(or anything that will be displayed BEFORE the map)
	What is going to be the width of the gameplay area?
	(it is here 280 pixels, but it should be 320, no?)
	You may use sprites for the road, for the speed counters but then
	their colours must be between color#16 and color #31 !!!
	(ask you coder about it!)
	Just count how many BOBS you use only for the smoke of the car!
	(with all these, it will never be 50 frames!)
	Just imagine the amount of bobs  without the use of SPRITE's:
		-oil, speed, engine cycles counters
		-power counter
		-road map (with all the cars positions on it!)
		-your OWN car
		-the road itself (well, not quiet a BOB...)
		-the scrolling of the mountain, the clouds #1, (the clouds #2)
		-other cars (1,2.......3 !!!)
		-all those "smoke" BOBS when you hit the ennemy cars!
		-trees or commercial boards, lights... next to the road
	THEN MULTIPLY ALL THIS BY 2 !!!!!!!!! (2 PLAYERS GAME)

	If your coder says he can do it, then let him do it because he will
	never make this a "50 frames" game. You gotta trust me on the
	programming. There are lots of tricks you can use in a DEMO or
	INTRO from crackers but you CAN'T in a game (most of the time!)
	But that's not so bad, don't worry, we'll make this game the best
	car game on Amiga till now.
	(to give you an idea: I have never seen a car game faster than
	16 frames per second, have you???)

	By the way, did I tell you that I find your graphics very nice?
	(the PAC-MAN pics, the KARATE-KID pics,...). Keep on drawing!
	Gee!, I wasted so much time typing all this text (don't forget that
	I am going to University: it's HARD!). I will not do it anymore.

	It think that the best thing is:
	You draw (almost) all the graphics of the game (that's the way
	it works in big companies!). Then you come to Belgium or I come
	to Sweden to discuss about the gameplay, the hardware restrictions,
	the machine speed problems (the Amiga is SLOW !!!). We decide
	everything about the game (I said everything: INTRO, GAME, HI-SCORE)
	Then you modify your graphics considering the restrictions.
	(don't worry, that is very easy, it won't take more than a day!)
	With all your graphics and the tools (i would have written), I'll
	fix a GREAT game!
	I will work too while you're making the graphics. I will start
	coding the road, writting the SHRINK routine, the BOBS rout.,
	the SPRITES rout., the SOUND-FX rout.,.............. (...)
	See ya! I have to study now...


				Looking forward meeting you, Hugues.


	PS: 	Please keep in mind that i will have examinations in June.
		I will have to study hard because I failed last year because
		of video games! This shall NOT happen once again...
