The adjustments that need to be made to achieve this are:
- Reduce air time: So the player stays more time on the ground dealing with obstacles.
- Reduce speed: So more complex obstacles can be used.
Reducing air time
To reduce air time we can do 2 things:
- Augment gravity: The player will fall faster. Jumps will become wilder.
- Reduce jump speed: Less height achieved when jumping. Less spectacular, but will help with keeping the track visible so incoming challenges can be detected in time.
- Normal Jump: This jump is achieved by going off a ramp and not performing a Boost Jump. The jump height is related to the horizontal speed, so this relation must be tweaked and tested. This jump is usually a consequence of the player failing to do a boost jump, so the ability to do tricks with it should be little.
- Boost Jump: In this case the vertical speed depends mostly on the speed level. We can try making it a fixed value independent of the horizontal speed. The player must be rewarded for doing this, so more tricks should be available during a Boost Jump.
Reducing speed
This will allow for the player to have more time watching incoming obstacles, as well as reduce jump height in normal jumps (and somewhat in boost jumps).
Trick System Overhaul
As a result of these modifications, the trick system must be altered to fit the reduced air time in the following ways:
- Faster tricks: So the player can perform or chain tricks with the reduced air time.
- Reduced, simplified system: Instead of requiring L1->L1->L2/L3 and allowing cancels (L2->L1 or L3->L2) the trick system will be more straightforward: L1->L2->L3->L3->L3...Tricks upgrade one level until the max level is reached. Also, there´s no posibbility of moving down the level ladder.
- Change trick relative speed: spL3>spL2>spL1. This way introducing higher level tricks in normal jumps won´t need to rise the air time that much. Also, the higher level the trick is, the harder it will be to keep the chain going as inputs will be required more frequently.
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