Driving forward.Climbing ramps: allow for turbo jump at the end.Descending slopes: no cliffs.Transitions.Falling down if there´s no floor.Z movement: check after moving in x, y and apply restrictions.Power spin: restrict z movement while powerspinning.Jump.Turbo
Tricks
Trick level system: player must perform tricks in order: Level1->level1->Level2 or Level 3->Level2 or Level3.Trick inputs: create trick chart and define inputs and available combinations.Level 1 tricks.Successful landing: update speed level gauge and turbo.Speed gauge UI.Failed landing: crash state.Level 2 and 3 tricks.Trick chains: if Trick button is pressed at the correct moment the next trick will be faster and more points will be given.Trick checklist: keep track of performed tricks.Full turbo systemRecovery: after crashing the player will bounce off the floor turning with no control and loosing speed (and one speed level). If the trick button is pressed just as he touches the ground in a bounce, the car will instantly recover and switch to the Drive state.- Height Detection: When in the air, show the height relative to the landing point so the player can estimate the time he´ll be in the air and if it´s possible to launch more tricks. It can be done in 2 ways: showing a line downwards with the current height to the landing point (maybe use color to indicate the allowed trick level) or by a simple gizmo on the speed UI and /or car (for example in the stabilizers) that shows which levels are allowed. Another option is zooming out the camera so the player can always see where he is going to land, so he can decide by himself. It must be tested to see if the zoom isn´t too much though.
- Adjust speeds, jump heights, jump boosts, trick speeds, turbo boosts, camera zoom...
Basic car model
- Create a car model with 3 parts and different materials in each part.
- Modify car colors in runtime with the speed level.
Sample track
- Complete sample track with 3 laps. Identify best methods in Blender to triplicate the track.
- Start sequence: countdown & starting boost.
- Lap counter.
- Time counter.
- Lap variations.
- End scene.
- UI overhaul.
Basic obstacles 1
- Slowing down terrain:
- Implement terrain type detection
- Add FX to touching an obstacle when trying to change lane.
- FX when boost jumping.
- FX when jumping.
- Polish car trail renderer.
- FX when crashing.
- Camera zoom relative to speed.
- Trick UI effects when landing, crashing, gaining a level...
- Color coded obstacles
- Jump pads
- Speed gates
Track selection screen
- Global score.
- Scene transitions: set spawn variables.
- Simple scene transition effect.
- Scene transitions 2: return to selection screen after race, update score.
- stSpeedLine: create new state.
- Apply multiplier and speed, hold score until landing on the ground.
- Side Jumps: boost multiplier and speed, hold score, roll on X.
Bouncer
- Bouncers are in fact Speed Gates that force you to use the trick button in the correct moment.
- Boost speed gauge and get instant turbo if powerspinning, crash otherwise.
- Boosted jump if landing on top and trick pressed (apply multiplier, hold score), small bounce otherwise.
- Create first opponents.
- Routes or waypoints?
- Rubberbanding.
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