After spending most of my time creating various systems for the story mode, i realized that i still needed a "complete" package to ship out at the end.
So this is the result - the game is mostly the same compared to the pre-contest version with the only really "new" thing being the existence of actual race tracks.
Since I'm the only person actively working on this game, they are pretty much blockouts with a very tiny detailing pass to establish the rough setting.
As for the driving, the only thing I've really done is tweak the existing parameters for the most vanilla but still fun driving experience.
The first thing i wanted to do even before the contest was announced was online multiplayer.
But since the game switches between scenes (and might be the only contest game which does so?) that is not in the cards until facepunch properly implements it. Converting everything to prefabs and having 1 Scene would be possible, but not that future proof so im not doing that.
Having a variety of racing environments is the bread and butter of every racing game. Dont have enough different levels? Game gets boring very fast. Big studios solve this by just making more entirely seperate levels, but since im just one person with not a lot of time I had to take some shortcuts.
The most obvious and easiest thing was reusing assets, all of the assets used in the levels are facepunch assets or dev textures which also makes the different tracks have a unified style in a way.
A not so obvious time saver is just keeping the tracks very simple - mostly just being one line with the detailing ideas coming from the few times of day where i wasnt sitting infront of my computer. Turns out, just drawing a line with height and curve variations can be done much faster than having to account for shortcuts and such.
Probably the best Trick used was reusing the tracks to provide 4 different layouts - 2 routes with somewhat parallel paths and reverse versions of those routes. With just drawing a branch from a point on the line, I doubled the content of my map! AAA Devs hate this one simple trick.
However, having different routes isnt too obvious especially with the lack of a minimap or other easy things to show you the path. So this is where i had to get a custom model into play.
These concrete barriers mean that there are a total of 2 custom assets in the game (the other being the car), so little that you couldnt even come up with a drinking game for it.
These arent included in the map, but instead placed into the scene along with the checkpoints to allow for maximum flexibility.
The original goal of the contest entry was to feature a story mode with ~2-3 hours of content. With only 1 day remaining that seems very unlikely now. The systems are all there, i just need to write the dialog, record the voicelines and setup the "overworld" map. Im debating if adding this post-deadline would be "cheating" or not since the code for it does already exist in the files. Expect an update on this on the day of the deadline.