track made up of segments with different properties
curves
straights
narrow
wide
segments have a "racing line" and proximity to that affects grid difficulty as well or maybe it's what effects the stamina drain
each segment corresponds with a play of the grid game
game performance gives maneuverabillity to get into position for the next segment
positioning in the segment affects the difficulty of the grid game
after a grid game, the track game plays out as the transition from the current track segment to the next track segment
NPC Car Movement
NPC cars have stats
preferred positioning
maneuverability
target a particular positioning for a segment based on car stats
Race Styles
Finesse
Bruiser
Frontrunner
Drafter
Current implementation
cars follow the track at a constant speed
this leads to cars toward the inside of curves naturally completing the track faster than those toward the outside of curves
in PCJ this is not the case. The curves of the track are not simulated, they simply incur "turning loss" if you're toward the outside
The UI for this is unintuitive and makes the learning curve for how to control your horse a bit of a pain because you have to parse the weird minimap a step ahead of your current leg
I like the physical understandability of this, but I don't want the whole game to just be "stay on the inside as much as possible"
it would be more fun to strategically overtake by driving faster at the expense of some resource
TODO
determine distance along track
determine "pace" by looking at the position of all cars on the track
positioning relative to pace
Player Movement
control throttle in real-time?
maybe control both left/right and throttle "boost"?
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