frenchie14
Joined 11 years ago
Joined 11 years ago
- Wheel modifiers (which wheels are on road, grass, boost tiles, etc)
- Control loss when airborne
- Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly)
- Speed / accel penalty when hitting a wall
- Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately)
- Boost handling
- Nudge the car to the side a little if it's trying to turn but is blocked by a wall
- Acceleration, friction, breaking, and drift-breaking
- Corrective side force (basically an extra friction perpendicular to velocity like you have)
- Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past)
- Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics
- Gravity
- Out of bounds checks
I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there
[1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri...
Does that one work better with vimium?
1. Bending pins from trying to insert a connector incorrectly 2. Running a full day of testing but forgetting to set up data recording 3. Accidentally leaving a screwdriver next to the hardware inside a thermal vac chamber in an overnight test
Fun times!
> Sent from my iPad