Sunday, January 26, 2014

GD: Racing Level Beat Sheet

Ok, so you saw the conceptual parts behind my racing level. But how will it parse? How will it drive? What will a single lap feel like?
Well, here it is broken down.
 Player start!!
 Beginner's boost successfully achieved. Players get access to a narrow, raised ramp that coasts over the walls of the map.
 Beginner's boost not achieved. Players must go around the long way, which includes a raised bank to help with the sharp turn.
 Both paths will reach the bumper minefield! Here the track opens up and there's more versatility in traversing this part of the map.
 Each player vies for supremacy by finding the fastest path through this area!
 If they unlock Pinball Wizard, they'll see the ramp raise before they exit the bumper minefield and get SICK AIR, YO.
 Otherwise they have to deal with the flappers. There will be a stretch of empty space where otherwise the Pinball Wizard ramp would be.
 Past the flappers is another sharp turn, augmented by a bank up the wall. Littered along this part of the course are small piles of quarters that scatter when hit. These can slow your speed, but sure are fun to hit! This is the darker part of the course, as you're passing into the mechanical part of the machine. Everything is dimly lit, and maybe a bit more dangerous.
 Last are a new addition: lever pistols. These are what connect the outside 'player of the pinball machine' to the flappers, so every time the flappers move these pistons also go. Traversing them is a challenge, as they are unpredictable and may get your car caught in between the larger bit and the wall.
 Once you've braved that part of the course, the second lap is yours!

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