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So this week has been all about balancing the level with booster placements further and in general finishing the level up.
This is how the level is going to look in the build for GGC. Supporting pillars have been added to explain how the track is kept afloat. In the area under the loop in the back, there is a ring that surrounds the tracks, this ring represents the start and goal of the track.
We have also added in these ”clamps” around the tracks. These are partially meant to explain how the track is kept together without needing to add in pillars that support both tracks. From a gameplay perspective, their purpose is to warn the players of an incoming swap that the player needs to preform due to holes in the tracks.
The boosters have been tweaked in power, placement and visibility. The power was difficult to tweak, since I have played with a setting for a prolonged time and have had time to adapt to it. The placement was changed mainly in the loop, making them easier to pick up but also easier to avoid if the players felt that the speed was too much to handle.
The visibility was also changed since their glow used to be so weak that they were barely visible.
Having gotten the feedback that the level is too big and removes too much of the ”player versus player” element, the group has decided to add in one more level, a level that is smaller in lap size and larger in width of the track itself, this should place players closer to one another and therefore encourage ”competition”. With this said, the larger level is still going to remain in game, but is going to be more focused on a ”time trial” type of gameplay.

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