Space to start, arrow keys to drive. Try to stay on the course and make sure you hit all the checkpoints! You can press space while in the driving screen to edit some of your car's handling characteristics. Let me know what you think works best! NOW INCLUDES AI PACE CARS! The AI cars are a little bit more maneuverable than the player's, but the AI can't predict turns and has a tendency to spin off the track in the second half of the lap. I'm working on improving it... but I'm pretty happy that it's an actual AI driving between preset checkpoints rather than an entirely preprogrammed route. The AI car follows the same physics as the player's. They'll finish the course in just under 1 minute. I'm guessing that with spot-on driving, the course can be completed in 45 seconds.
CURRENT BUGS: A few layering problems, and the AI cars tend to really mess up on the westernmost part of the course. I've had a strange hankering to make a racing game recently, and since I seem to be more productive when I have multiple projects going at once and can work on whichever I'm feeling motivated for at a particular moment, I figure I might as well add it to the queue as I try to finish up Isle of Dolor's endless art assets. My eventual vision for this game is for it to be a huge multi-stage racing game where you can customize your car with unlockable parts and race on a variety of tracks with a variety of terrains and strategies. Scratchers can choose to join one of six in-game teams so that their race performance helps the team's overall standing (sort of like LEGO Drome Challenge, if anyone remembers that). There's a rough sketch of the overall gameplay in a comment in the stage in this project. I'm definitely open to working on this as a collab with anyone who's interested, so let me know if you want to help out! DEVLOG 6/27 - Shared. First thing on the to-do-list is more interesting car physics. I want drifting! 6/28 - AI pace cars to race against!