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@jakeesmith01 jakeesmith01 released this 11 Dec 18:47

In this release a lot of things were completely reworked.

  • Movement: Instead of adding constant speed, cars now have acceleration and velocity as well as more realistic turning. The opponent car has slightly higher acceleration and max speed, as well as slightly more benefit from hitting speedboosts than the player car to add a little bit of challenge to the game.
  • Added Mechanics: There is now an e-brake for the player car that allows them to turn much sharper at the cost of some speed.
  • New Map: A second map was added. This map is a summer field theme rather than the desert theme of the first map with some variations in the track itself. Since this map is the second map, the opponent car is a bit harder to beat on this one (added fewer waypoints so the car is able to accelerate longer than on the first map).
  • Updated Menu: The background image was changed from the weird default picture that was originally there to a more contextual background image. In the options menu, there is a field for selecting the level (1 or 2).
  • Added SFX for when a car (opponent or player) hits a roadblock.
  • Reworked how collision is handled and refined the hitboxes for both the cars and the roadblocks to more accurately match the visual texture.
  • Collisions now will knock cars back based off their velocity while more smoothly resolving the collision so the action is smooth and feels good. (as good as running in to a road block in a racing game can feel).
  • When a player wins the race, there is now an option to go to the next level or replay the last level. Losing will not prompt the player to move on to the next level, however if you want to play a specific level without winning on the other one first, refer to the options screen on the main menu.
  • Updated the entire opponent car class so pathing now works with the new movement (this took forever to get to a point that I liked).

The goal of the game remains the same, beat the npc car. With the new movement added and different mechanics, I made the NPC car faster than the player car, so the challenge comes from driving carefully, avoiding roadblocks, and prioritizing speed boosts.