Prototype--Week2--Brakes


With the 'unexpectedly opposite' theme behind Snail Trails - Whad to think of a way how to implement the opposite of a self 'nitro' style boost  into the game. The solution that we came up with was adding an anti-boost, AKA a brake! 

The team decided this braking ability would have a certain amount of charge so the player couldnt abuse the brake and go slow the whole race... just like a boost! and it would also recharge after 5 seconds.

Initially just the brake was implemented making the player lose a certain amount of speed when the player pressed the brake button, and the the charge would be implemented after. initially it took 5 speed away from the players total speed until the new and improved movement mechanic was implemented (talked about in another devlog). This is illustrated below:


As you can see displayed in the bottome left side of the screen when the player is braking, the brake charge is decreasing. in this version of the braking mechanic the recharge was not yet implemented.

After the new movement mechanic was implemented the brake changed slightly with how it was decreasing the player, how fast the charge was being depleted and the recharging of the brake meter - displayed below in the Gif


Now the speed of the player is reduced by half whenever the brake is used, no matter what the current speed is, the charge depletes way quicker and the charge starts recharging after 5 seconds of not using it. (seen below)


Currently the team is quite happy with how the brake feels, it slows you down enough when you are going quite quick and we think it could both be used for both strategy and control in gameplay.

Leave a comment

Log in with itch.io to leave a comment.