Posted June 24, 2022 by r3sgame
Hello!
A good chunk of Rotor Drift's game logic has been finished, but there is still one big question: How will the game be structured? It wouldn't be fun to just mindlessly play levels, so that's what I'm doing today!
Deciding how to have users play the game can be hard, so I spent some time brainstorming before jumping to any final designs. However, here are the modes I think would suit the game well.
This mode will be the "main" game mode for Rotor Drift. I needed a mode that would allow me to easily create and test out content, and this seemed like a perfect fit for that need.
How it works:
For players who would like a challenge, Rotor Drift will most likely offer "tournaments" where participants will be tasked with placing an average of first in a series of tracks.
Some characteristics:
I still wanted to offer a casual experience to train or have some multiplayer fun, so I decided to throw in a "quick race" option.
And with that, I've likely detailed all of the planned content for the game. Rotor Drift's first release will only include the ability to race on a few selectable tracks, as I want to initially just get the game's concept out there. However, over time, more tracks will be added to both career and quick race. As it's the most complex, tournament mode will likely be left out until I can get everything as refined as possible.
Stay tuned!