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The Track Game
- 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
Player Movement
- control throttle in real-time?