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Track - don't forget about slow curves - GRIP Video Game Forum

Track - don't forget about slow curves

Talk about anything to do with the race courses here.
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Track - don't forget about slow curves

Postby Whiplash » Sun Jul 17, 2016 6:24 am

This is the thing that is in common for all current tracks - they all force player to hit the acceleration button and keep it like that forever. I know you probably planned to have other types of tracks too, but I just wanted to be sure you're aware of the current state.
So, it will be good if some (if not most) of tracks would also force player to slow down in order to be able to properly steer trough the turns or pass trough certain terrains/obstacles. RC1 had bunch of tracks with such a tricky parts (Cross Over, Smugglers, After Shock, Road Works...). Have in mind that you have option to drive races without weapons - and I'm not sure how fun current tracks for that are.
Let player know that he needs to release the throttle sometimes in order to pass a track nicely. Now you're only forcing him to be precise. Try also to force him to get a good feeling for speed. ;)

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Re: Track - don't forget about slow curves

Postby Chris_CE » Fri Jul 22, 2016 12:04 pm

Fair points, and we're trying to incorporate racing skill into the game to make it fun even without opponents or weapons. There is still quite a bit of skill involved (look at Yuri Industrial), but I agree that we need more curves where the player legitimately has to slow down.

Need to keep those to a minimum though maybe, as in most of the spectated testing we've done, everyone expects to just lay down the throttle as it's an arcade racer
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Re: Track - don't forget about slow curves

Postby Ryu Makkuro » Fri Jul 22, 2016 2:35 pm


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Re: Track - don't forget about slow curves

Postby Chris_CE » Wed Jul 27, 2016 11:44 am

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Re: Track - don't forget about slow curves

Postby daktylus » Thu Sep 22, 2016 12:03 pm

I just want to agree, adding some curves requiring some braking would be nice.

In addition, for harder tracks you could add a tight elavated curve without outer walls, so if you are to fast and doesn't get the curve you fall down onto some lower level and are forced to take an less attractive passage before joining the main track again.

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Re: Track - don't forget about slow curves

Postby TheOnLY » Thu Sep 22, 2016 2:27 pm


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Re: Track - don't forget about slow curves

Postby daktylus » Thu Sep 22, 2016 3:19 pm


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Re: Track - don't forget about slow curves

Postby TheOnLY » Thu Sep 22, 2016 4:45 pm

It is planned. It is called Pulse push i think.

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Re: Track - don't forget about slow curves

Postby daktylus » Fri Sep 23, 2016 3:19 pm

A similar idea in this context: A high passage (abandoned railway ore something like that) which is a shortcut but only 3 cars wide. No walls. So if you miss the curve because going full speed or if some one "pulses" you of, you have to take the standard route.


I would appreciate if this pulse push would just push the other cars to the side. Not send them flying. This would emphasize the nice tactical usage of this weapon. For example it could be also used in front of some narrow entrance to a tunnel to hinder other cars from entering.

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Re: Track - don't forget about slow curves

Postby Chris_CE » Sat Oct 01, 2016 5:42 pm

Indeed, a track with that element of risk would be great.

Pulse push won't make cars fly around drastically, but it will push them away from the user, sometimes sending them off-course
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Re: Track - don't forget about slow curves

Postby daktylus » Wed Oct 05, 2016 3:17 pm

Awesome! Can't wait to race this track.

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Re: Track - don't forget about slow curves

Postby Queadah » Thu Oct 13, 2016 4:19 pm

Also for future reference, I'm putting this here:
https://www.youtube.com/watch?v=f2uRgdwxl_c#t=0m42s
it's one of Aurora's tracks for Trackmania. The dead end/vertical turn looks particularly adapted to something GRIP would surpass. You can force people to handbrake-wall ride it or put a mesh on top to not throw people into space and giving them a ceiling ride to drive

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Re: Track - don't forget about slow curves

Postby Chris_CE » Mon Oct 17, 2016 12:31 am

Looking at that video makes me want to litter the track with much more foliage as well, to increase sense of speed
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