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[ 4.3 ms ] story [ 25.8 ms ] thread
Gets weird at 105 when the player decides to fall off the map, https://youtu.be/XERN5eNWptI?t=65
I made this an intentional part of the game's design: once you've been free-falling for a couple seconds, your bike switches into Glider Mode, where you can shift gravity while you're falling by steering.

Score only goes up when you're on solid ground, so the idea is to make cool looking recoveries after falling off, and land them with style. :)

Neat, it encourages one to keep the whole 3d structure of the map in the players head. Is the track static or does it change shape over time?
The track is constructed procedurally, so it's different each time you play it, but remains static after it's been constructed. There are about 20-30 "chunks" that get remixed into the track at random, except for a small number of "black listed" tracks after certain chunks, where they would make the track too hard. Additionally, some of the more difficult chunks only appear after the first 20-30 seconds.

This is a time-tested strategy for simple procedural "endless" games, starting with Adam Saltsman's Canabalt in 2009, and one of this game's inspirations, Terry Cavanagh's Super Hexagon from 2012.