Dev Log 1 - Player Movement


This week I demonstrated Scale Racer for the first time. The main takeaways were:

  • Falling off the edge of the world is unsatisfying.
  • Drifting generally throws you off the world.
  • It's possible to drive on your side and roof.
  • You can't collide with terrain objects and instead plummet to infinity.

To move in Scale Racer, you simply have to counter-act the road's pull on your car. This is influenced by how fast you're driving and how curved the road is. This is difficult to nail down perfectly. If you fail to negotiate a turn, your car falls off the road and into the abyss. Forever.

To prevent that from happening, I'll widen the driveable area and make sure the car cannot pass a certain threshold. If the car collides with an object on the side of the road, it will spin out and recenter on the track.

The roof and side driving is a little more difficult. In this case, I'll have to detect when the car isn't upright but is also contacting the road since it's possible to flip though the air. Once it's been determined that the player isn't upright, the car will slop to a stop, recenter, and flip back over.

As for drifting, I'll have to fine tune up much drifting follows the road. Right now, it's far too grippy.


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