I’m developing an arcade racing game set in a futuristic world, similar to F-Zero, but with physics inspired by Daytona USA. I have already implemented raycast suspension, movement mechanics, pit road, boost and gas systems, and a health system. However, I want to enhance the drifting mechanics to more closely resemble those in Daytona USA than what I currently have. I could really use some help with this, so any assistance would be greatly appreciated! Edit*: Here what I have so far:
Question, I noted this the other day on some old arcade racers, have you implemented the single background image on the horizon that you can never get to? From the video it seems like you have.
After that, I was thinking maybe the map is locked and stuff just comes down or toward you and this simulates movement. And the player can only move so far to the left or right. Similar to what I call a shipscroller (UN Squadron, Gradius, Life Force, R-Type etc etc).
In this case I would think of Space Harrier or Starfox. The stuff that spawns in front of you does seem effected if you are going far left or right in space harrier. But in StarFox, 1 at least, the map and whats on it is set and you can only go so far left right up and down. A little slower with brakes or faster with turbo.
I was into F-Zero, the big deal there was it featured the Snes’s “new” ability or scaling and rotation effect. And at the time no home system had that yet. Arcade goers had already seen that like in big Sega titles like Afterburner and Thunderblade.
In terms of game development, I was actually wondering the other day how would it be possible to simulate that arcade scaling effect with UE? It would certainly make life easier for a racing game or a game like Space Harrier. Hence all you would likely need is a png. But UE will scale it fine. I imagine then to retrofy it one would have to make its scaling “jump” in percent and not just a smooth scale if that makes sense. Maybe @Rev0verDrive will come in here and give his opinion on how to achieve the old arcade scaling effect for racers.
For reference Rev here is Space Harrier by Sega Space Harrier - Arcade Longplay
The game he is mentioning if you didn’t play it was F-Zero by Nintendo SNES Longplay [142] F-Zero - YouTube A futuristic hovering race game. Looking at this it seems the map was perfectly flat, a plane even, on top of another plane below it. The racer stays exactly in the middle. I wonder here if the map moved around the player in reality or if done today it would surely be actually be moving on the map.