Xfennec wrote:
Car physics can't move. All times, tracks, jumps, ... are based on current car physics. You need to master the current car ... or wait for the next "world" (wich will come with a new car)
I already learned how to master the car I guess (look at my live scores).
Maybe it's a problem of the tracks and not of the physics after all. Tracks like dancing for example depend on pure luck if you want to beat the highscore. A track like mans does however feel fine.
And the keyboard controls are a bit too sensitive, but this has been mentioned already on the forums.
Xfennec wrote:
About split times, the idea is great ! good point
It requires a bit of work on game and website, but I'll think about this
This would be truly a great feature and would bring me much motivation, because I could see where I have to improve.
I was brainstorming today and came up with some more ideas (I hope you don't mind). I do of course not expect anything to appear in the game anytime soon (or at all), because I know you do this in your free-time.
- Ideas for new track tiles: A small ramp with which you can drive on two wheels and a tile with a narrow path where you can only drive through when driving on two wheels. This would result in some nice maps where the driver can choose between a longer path around the narrow path or driving through the narrow passage by driving on two wheels.
- Replays (but this was probably mentioned before)
- Maybe some minigames like a two wheels challenge or a long jump challenge or a stunt mode where you get points for spectecular actions (the more axis rotations the more points).
- Tilting of tiles in the track editor with the mousewheel and adjusting the height of the tiles via shift + mousewheel - This would make editing a lot easier.
- A handbrake would make quick turning easier.
- Different types of pavement like cobblestone, sand, dirt (but I guess this could be pretty hard to include).