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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

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"?