Level Design
Design Thoughts
For the overall design of the map, I wanted to create moments high intensity followed by moments of low intensity, without ever either of these feeling too easy or too hard to overcome. I also wanted to allow for player choice when faced with tougher sections. By allowing the easy route to be the most obvious route, players are able to practice the basics of driving while learning the map. Once a higher mastery of the hovercraft is learned, players can seek out faster routes to continue to improve their times.
Collision Mesh
My process for creating the map was to first create the collision mesh used for racing. It was necessary to separate the mesh from the art as the hovercraft is sensitive to sudden changes in terrain. This was also advantageous for testing, as I could quickly edit the mesh in Blender, re-import, and continue testing. Due to the unique nature of the hovercraft, I wanted to create a level that utilized features unique to the hovercraft while mixing in more traditional elements of racing courses.
Level Specifics
The beginning of the level is a low intensity area, introducing turns and map sections without guardrails. This leads into an easy, but intense, section that introduces boost pads and their ability to chain together for greater boost power.
Upon losing boost power, the player is introduced to their first choice; take either side path for a simpler yet slower traversal, or head through the storm clouds at the cost of some health and possibly the destruction of their vehicle. Either side route has a single shortcut that can save time at a slight risk of falling off the map. The middle route must navigate a tight path that is randomly generated and cannot be seen ahead, so mastery of the craft is necessary. Should the middle path be traversed properly, significant time is saved. If done improperly, the craft will be swept away by the strong winds.
The player then must go through a small, low intensity section followed by a straight high intensity section through the waterfalls. While very little turning is required through the waterfalls, without fast reaction times the player will not be able to hit the boosts. This rewards skilled players without punishing less skilled players, as well as providing intensity through restricted vision. Another 2 small walls must be avoided, leading to the second choice the player can make. A fast set of turns can be made to take a short cut and can only be attempted if players are anticipating the turn. One last final, low intensity turn leads into the final high intensity section.
Being constantly boosted, the player travels around a black hole that is constantly pulling them off the track. The extra layer to the obstacle is the track slowly rotates so that the player must first compensate to the left to counteract the pull, but by the end must compensate to the right. This leads to a low intensity section which allows the player to either heal their health bar or hit 4 consecutive boosts to gain a short, but massive boost to speed. This reconnects back to the start to finish the lap.