**Version 0.5.1** is on my Google Drive now.

THis version includes the new Discipline

**800m**:

Run by smashing the [momentum]-button and try to find a balance between speed and energy.

If you run too fast, your fatigue goes up, which slows you down over time.

I first wanted to implement 1500m run, but during the tests, I noticed how boring it actually is.

I therefore switched to 800m, which stll seems pretty boring but does not take that long

Note, that this discipline is not perfectly balanced yet.

As always, the link to the new version is in the start post.

Some screenshots:

100m-dash in 2 Player splitscreen

100m-dash in 4 Player splitscreen

High Jump

110m hurdles

**The next step**The game now has 5 disciplines, but they are not very well balanced yet. So my next goal is to balance the disciplines and refactor some parts of the code.

Probably the biggest problem is the current running-logic. Basically I have a parameter

*SPEED_PER_STROKE*, which tells how much speed you gain for every [momentum]-event.

Then I have a

*REFERENCE_SPEED* and a so called

*CHALLENGE*. The

*CHALLENGE* tells how much the speed will be decreased over time, the

*REFERENCE_SPPED* somehow defines how "hard" the

*CHALLENGE* actually is.

The formula for the speed is then the following:

1
| speed = speed - (speed / REFERENCE_SPEED * CHALLENGE * delta) |

where speed is the current speed and delta is the time since last frame (in seconds).

The overall result is pretty fine, however the speed seems pretty instable, going up and down pretty fast.

This results in high top-speeds, while the average speed seems to be fine.

Another negative side-effect is, that in disciplines like long jump, the result highly depends on the exact moment of jump.

If you jump right after a [momentum]-event, the speed is higher and the jump goes further.

The plan is to somehow replace the speed-parameters with acceleration/deceleration-parameters.

So

*SPEED_PER_STROKE* would become

*ACCELLERATION_PER_STROKE*, the

*CHALLENGE* would not influence the speed, but the accelleration.

The

*REFERENCE_SPEED* would stay as it is and the deceleration/time would become higher, the higher the actual speed becomes.

I hope, that this way, the speed becomes more stable and more realistic.

After that, I would like to adjust the different parameters of all disciplines.

Currently those parameters are all constants, but I would like to switch to variables, so that I am able to adjust them without restarting the game every time.

Those parameters affect the speed, the jump (duration and length), the fatigue etc (depending on the discipline).

The value also depends on the discipline, for example the gravity in the

**110m-Hurdle** is a lot higher then the one in the

**Long Jump** (currently

*34* to

*9.81*).

This higher gravity, causes a much faster jump, which seems more suitable for the hurdle-run.

In the

**High Jump** instead, the gravity is a lot lower (currently 1/2 of normal), causing a much slower jump. This is, because the you still need to take an action, after jumping and a too fast jump wouldn't make sence.

Let me know what you think about it

Thanks

**Edit:**Since I reached the limit of 6 consecutive posts, I can't post any new replies. I will therefore just update this post.

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I just uploaded

**Version 0.5.3**.

This version includes a background for the menus.

The main menu now uses images as buttons instead of the usual TextButtons.

I also rewrote the running logic for all disciplines,and the speed is a lot smoother now.

Let me know what you think about it

Thanks