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Race as far as possible before running out of fuel!
Collect rings to gain turbo, then turbo-tackle into other vehicles to gain fuel.
Originally created for Extra Credits Game Design Jam. Still a work-in-progress (WIP).
Controls:
Left or right arrow keys to steer.
Down arrow to brake.
While in air, press up or down arrow keys to glide up or dive respectively.
While on ground, tap Z to bunny-hop.
Hold X to use the turbo (works both on-ground and in-air). Requires turbo.
Tap R to respawn at the middle of the track (early, if already off-track). This uses fuel.
While on ground, hold Z to bunny-hop, then hold left or right arrow key to initiate drifting.
One enters drift mode when white lines appear on the closest corner of the vehicle. The trail particles on the ground will change as well.
Once in drift mode, so long as the Z-key is held, the arrow keys can be let go. In fact, they can now be used to adjust the trajectory of the drift.
Change Logs:
v06 - New rival vehicles:
Adding rival vehicles that races on the track. They don't know how to steer yet.
Adding turbo tackle, where turboing into other vehicles makes them fly off.
Fixed the track material to properly show bumps.
v05 - Polish:
Adding oscillations to various different track algorithms. Expect a few wave patterns.
Steering controls were loosened for slightly more granular control.
Added the option to adjust the steering controls sensitivity.
New track textures and vehicle particle effects. The former now indicates which was is forward.
Changed how drift will be interrupted. Instead of canceling immediately after hitting a wall or obstacle, it cancels when either:
One hits a wall or obstacle 3 or more times, or
Speed drops dramatically.
Updated HUD animations.
v04 - Massive update:
Adding pipes as part of track generation.
Columns now spawn; meant for dodging.
Ramps will spawn, so one can jump from them.
Bumps on track appear. They don't do too much, really.
New track textures and vehicle particle effects.
Added bunny-hopping.
Timer added to indicate how long one has out of bounds before the game declares game over.
Drifting controls now reflect (modern) Mario Kart-like logic, i.e. binded to the bunny-hop button; brakes is now a separate button.
Updated turbo meter to fill during drifting or being in-air.
Added a separate button to execute turbo.
Updated HUD to move less important information to the corner of the screen.
v03 - Massive update: track is now generated in real-time, instead of using pre-made assets.
v02 - Massive update: vehicle can now travel upside-down, like F-Zero.
v00 - Initial Release.
Known Bugs:
Track can intersect itself, creating situations where it's impossible to progress.
Track suddenly "despawns" below you if it loops under where you're driving.
Bad camera.
Vehicle falls through the track and other geometry.
Sometimes, the vehicle will respawn for no reason.