lunes, 31 de agosto de 2015

Track Design II - Obstacles and themes

Obstacles

  • Ramps: If traversed with enough speed will make the car jump. If the trick button is pressed at the correct moment a boost jump will happen.
  •  Bouncers: If the player collides with them it will send him rolling to a different lane and make him loose some speed. If the player uses the trick button when colliding he will go through them and get a turbo boost. If the player lands on top of one he will crash, but if he uses the trick button he will bounce upwards and make the multiplier rise by one.
  • Gates
  • Speed lines
  • Drones
  • Boost arrows
  • Turbo walls: The player must be using the turbo to be able to cross safely.
  • Switches: to activate/deactivate floors, gates, ramps...
  • Jump pads: If the player pushes the trick button he will get a boost jump.
  • Speed lights: Not an obstacle, it indicates if the lane which it´s above is free to pass or has an obstacle the player can´t currently pass because of level or anything else. They can be used to make lap 1 easier and then progressively start making them fail.
  • Shield stations: The player has a shield that protects him from environmental damage, but this shield is constantly running out, so he must pass through the shield stations to replenish it. Running out of shield will make him loose speed gradually.

Themes
Testing track
Cloud city
Dome/Stadium
Space
Wasteland

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