collisions are kinda bugged actually, I made the collision meshes for the guardrails and tunnels walls wrong so the car can get fucked up if you try to wallride. gotta rebuild those but it was low on the priority list for this demo day
interesting that you say desert speedway is medium-hard, my level of difficulty is miscalibrated then. I have some no-collide banner checkpoints that I’ll drop in there instead to make it a little easier on people.
boost is intended to be a tool for ending a drift like you mentioned, but I just tuned it to be a one-shot thing. i want to add another car in the future that boosts a little differently, like either in shorter bursts or just for as long as you hold it.
yeah the camera thing could also use some work. it’s annoying trying to get it to not clip into the track when it’s trying to follow the car, but following it better as the car is drifting will be part of my camera code rework in the next update as well. the change in following behavior when the car is drifting is legacy code from when it drifted differently a while back, and now it doesn’t look towards the car’s velocity enough.
faster speed = wider road is always good. it’s difficult to strike a good balance between accessibility and a sense of speed because wider roads seem to go by more slowly, although I could always just add little details on the tarmac or some shit to whoosh overhead.
the steering is actually still pretty open to change. an issue I realized today is that the altered behavior for drifting is still in 100% effect as the car transitions back from a drift to fullgrip, which can cause weird overcorrections as you’re straightening out of a turn.
thanks again for the detailed comments, hopefully I can fix all this by the next DD









