Posted June 13, 2018 by imphenzia
#that's racing #imphenzia #top-down racing #unity3d #devlog
I've been fighting with the idea of increasing the speed of the game to reflect that it is a arcade-like top-down racer. The reason *why* I have been fighting with the idea is that I like the realistic speed and the fact that you can control your power slides and you feel the car behaving like you would expect it to.
But. This is after all an arcade-like top-down racer and normally they would play faster than real life. So finally I took the plunge and set the time scale to 150% and my initial reaction was that I disliked it. Then I played a lap. And another one. I began to think, is the reason *why* I dislike it because I am so used to normal time scale? And then, I started to enjoy playing at the new speed. It had a different, more arcade-like, charm to it.
So, now I am torn. Do I set the speed to 150%? Or keep it at 100%? Or do I offer two game modes so you can pick what you prefer? But if I offer two modes, that would reduce the numbers of online players for match making based on your preference of time scale. Do I split the difference at 125%? But if I do that... what about those who prefer the realism?
I also opted to go back to the most basic of engine sounds - the pitch shifting method (option 1 in my previous post). It is by far the easiest to implement and I think I will keep that for the duration of early development and then revisit the topic later on.
Time Scale at 150% (Note, lap timing and car damage is temporarily disabled)
Time Scale at 100% (old video)
What do you think? I would love to hear your opinion!