Racing Project
About
Continuation of the Whole Runner game jam project. I'm using Kirby Airride as inspiration for the racing mechanics. The player's "kart" is a physics sphere automatically being pushed forward, where the player steers via rotation of a forward vector. Braking, drifting and boosting are all tied to one button.
InputControllerKeyboardMovementLeft Thumb StickArrow Keys, WASDDrift, Brake, BoostASpaceExit GameAlt+F4My next plan is changing how curves are traversed. Currently, when the kart moves onto a curved path, it lerps its upwards vector to match the surface normal below it, with an additional force being applied to keep it on the surface. It works, but it feels clunky during play. I'd like to replace this with a force pushing/pulling the kart from/to the curve at any point along it. This way I can choose to have the kart follow either flat or curved meshes being extruded along a curve.
Additional Packages used in project: Dreamteck Splines