car race Turbo Track Trials
A simple, top-down, 2D car racing game where the player must complete a lap of a track faster than an opponent car (or a timer). The core mechanics involve movement, collision detection, and a lap counter.
2. Game World & Map
Map Description: Create a single, medium-sized map that represents the racetrack.
Track Surface: Use a smooth, low-friction texture (like a gray or black road/asphalt tile) for the main racing area.
Track Barriers (Walls): Place solid, high-friction tiles (like walls, trees, or fences) around the edges of the track and corners. The car must not be able to drive through these. When the car hits a barrier, its speed should drop sharply.
Start/Finish Line: Place a distinctive visual object (like a striped line graphic) on the track.
3. Characters (Game Objects)
Player Car: This will be the main 'Hero' object.
Controls: The car needs to move forward/accelerate (Up Arrow/W), brake/reverse (Down Arrow/S), and turn left/right (Left/Right Arrows or A/D).
Optional Opponent Car: If possible, include a second 'Enemy' object that follows a predetermined path (a simple loop around the track) to act as a rival.
4. Game Events (Logic/Scripting)
A. Movement & Physics:
Acceleration/Deceleration: Implement events so that when the player holds the "forward" key, the car's speed gradually increases up to a maximum. When the key is released, the speed gradually decreases (simulating coasting/friction).
Turning: Turning only happens while moving forward or backward, and it changes the direction the car is facing.
Collision: When the Player Car collides with a Track Barrier object, the car's current speed must be reset to zero or a very low value.
B. Lap Counting:
Start Event: When the game starts, set a variable called Lap_Count to 0.
Lap Trigger: Define a specific zone/object right after the Start/Finish Line. When the Player Car crosses this zone, check the direction of travel (to prevent cheating by driving back and forth). If the direction is correct, add +1 to the Lap_Count variable and display the new lap count to the player.
Win Condition: If Lap_Count reaches 3 (or any desired number), trigger a "You Win!" event and stop the game.
Published 22.11.2025 08:11
by tonimiracle
Total plays: 8