Devlog 8: Designing Mediocre Maps

Welcome! I'm a bit late on my devlog schedule. On the bright side, I finished a good chunk of content, including maps! Every competent racing game must have a good selection of places to race in. To fill that need, the past week was spent creating quality maps for the upcoming Beta release, which is coming out at the beginning of August.

Ruins 1

Rotor Drift Alpha only had one track: Ruins 1. It wasn't what I would call a racing track, however. So, to keep the track in the game but still have quality, I demoted it to a tutorial track where players can learn the controls and vehicle physics.

Ruins 2 (1st Image)

To be honest, this isn't really a "ruin." I still haven't decided on a name for this course, so I kept it as another ruins track. I wanted a simple and flat course that still provided some complexity so that players could transition to the more interesting courses.

City 1 (2nd Image)

Now, for the real topic of this devlog... City 1 (I really need to get a better naming scheme)! This is where tracks start to get complex. For this one, I tried to model it after what an older, still developing city would look like. As you can see in the preview, my efforts paid off!

Now, there's only one thing left to do: Finish the AI!

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