Making Tracks: Advanced Gameplay Design

    When this page is finished, it will discuss the topics listed below and more :)

    Contents

    Elevation changes

    Elevation changes make tracks more fun!

    Ground zippers

    Some ground zippers are good, but don’t abuse them.

    Alternative paths

    It should be done, but not overdone, common sections are important for player interaction.

    • Each track should have a main path that is fairly balanced and not too difficult to drive. Some tracks, of course, will be harder than others, but the most difficult sections should be kept for side roads and shortcuts.

    Secret Paths

    Balancing paths

    • Alternate roads should not not allow for a shortcut unless there is some sort of risk in taking the shortcut. For example, there is shortcut in Gran Paradiso Island, but the player risks falling into the water.

    • Reward players for trying something unusual with items or a shortcut. For example, Zen Garden has some hidden nitros if you are careful.

    Jumps and Cannons

    • There should be plenty of space to land after a jump—make the track quite wide. Cocoa Temple is a good example of this.

    Dynamic elements

    Gravity changes