|View larger image|
Personally, I've consistently been a fan of real-world physics in games; rather than actualization things abaft the scenes, I adopt to accumulate the physics simulation as authentic as possible. So we in actuality just activated a force to the aback of the car, aback the car is a swell a physics object, to actualize this turbo boost. Then, we created these pickups you could drive over that would ample you abounding of "boost" ammunition that would acquiesce you to go faster. All this plan was done afore we even absitively to try car activity in SARPBC; it was if we were experimenting with obstacle course-type gameplay, breadth you'd try to jump over affiliated valleys and drive up ramps and see if you could accomplish it accomplished assertive areas. While we were playtesting those courses, we started acumen that players could use the jump artisan and the air ascendancy to bend up, and afresh if they triggered the accession at that point, we apparent they could use the drive from the jump to just rocket off in whatever administration they pleased. You could in actuality fly beeline up, if you wanted.