I combined an experimental driving game demo .blend file for the public testing.
The player start’s above green home platform, next of the giant green home pylon marker. Once the player drop down to the ground level, the timing clock starts ticking.
The player need to find & drive to in free order the preset ORANGE, RED, WHITE, BLUE and YELLOW Turn-Point(TP) pylons and collide with them. The TP-pylons will disappear after successful check/collision.
Once all TP-pylons are checked, the player need to drive back to the green home platform, at giant green home pylon, which will stop the timing clock.
Driving style and penalties
The roll-overs and turn help requests (a- & d-keys) are causing a time penalties.
The player can see the result in top-left corner (debug properties).
The player can move the TP-pylons more apart and difficult places. Also the player can adjust the terrain roughness with Terrain-object Z-axis scaling, to get more challenge.
The Terrain-object Z-axis scaling value 500 and above will give a real challenge for the route planning and driving style. The low gear(q-key) will be your friend.
The game controls
Mouse = Views & vehicle steering
Mouse Left Button = release the viewing from the steering
W-key = Drive forward
S-key = Drive backwards
Q*-key = Low/High gear toggle
A/D-keys = Turn help request. Only at zero speed, when upside down.
The .blend file you can find from here:
The vehicle physics with steering etc system & car model by Raiderium:
The terrain is based to the brontosaurus method:
The sky dome is made by the Nikolay740:
The tires are made by the Dilopho DD:
The game idea, game play setup & minor adjusts by the Xjazz
Happy jumping and safe landings :eyebrowlift: