sábado, 22 de agosto de 2015

Track Design I

Main concepts
Each track will introduce one main mechanic. They may also introduce other secondary mechanics or use mechanics shown in previous tracks.
Tracks are divided in 4 main parts:

  1. Intro: The new mechanic is introduced in a safe environment. The player can experiment with it with little or no penalization. There will always be a starting safe zone to help build up speed.
  2. Challenge: Some challenge is presented with the new mechanic.
  3. Crysis: A different element is used in combination with the main mechanic. If the new element hasn´t appeared before, this part will be divided in 2 so the player has a chance to test the new element safely.
  4. Conclusion: The player´s abbility with the main mechanic will be put to test with a final challenge. There will always be a final zone free of obstacles just before the goal with special signaling to help with final overtakings.

The player must complete 3 laps to finish the race. The track will change slightly in every lap, rising the difficulty and requiring more speed to overcome obstacles. This can be done with colored obstacles.

Main mechanics
Ramps
Bouncers
Gates
Speed lines
Drones
Boost arrows
Turbo walls
Switches: to activate/deactivate floors, gates, ramps...
Jump pads


Track 1 - Trickster

  • Main mechanic: Ramps.
  • Secondary  mechanic: Red floor.
  • Description: The first track of the game. The player will learn to use ramps, boosted jumps and to change lanes.
  • Parts:
    • Intro: All the starting zone will be divided in separated lanes that don´t allow z-movement. The player will watch 2 opponents on different lanes. One of them just advances normally while the other performs repeated spins. After a while they will come to a ramp, the first one will jump normally while the second one will perform a spin and then make a boost jump. Then the player will come to a ramp so he can try to boost jump himself. After this first jump, all lanes will come together so Z-Movement becomes possible.
    • Long ramps will occupy all the lanes so the player is forced to use them.
    • Challenge: Ramps will become narrower, so the player must change lanes to take them.
    • Crysis: Red floors will appear, so the player must change lanes to avoid them. Some opponents will spinJump over them to guide the player. Then, Red floors taking all lanes will appear so the player must use ramps to jump over them.
    • Conclusion: Long red floors with very narrow and short ramps. Boost jumps are necessary to jump over the red floors. Few ramps to take.
  • Variations: In each lap the area covered by red floors will grow. There is also a superior level at some parts that can only be reached after boost jumping with enough speed and that will allow for higher jumps.
  • Notes: Allow for long parts with no ramps so the player can see the changes in speed after landing tricks.



No hay comentarios:

Publicar un comentario