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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.



all-ages
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