Originally Posted by sparkierjonesz Go to original post
a few questions
-what does (2) do are they scattered around the track? are they like checkpoints or something different? what stats are being saved?
-what kinda objectives are you talking about?do 10 flips, etc or something different,
what happens when you do or fail to do these objectives?
-what kinda alternate routes? how do players decide which one to take?
-seasons, based on what do these change?is it automatic over time or do you just pick one?
-what are these dynamic elements you talk about?
-how long will this world track be?
-can you compete for the "levels" when just driving around "the world" how do you switch between those
1. Well, for the world track the checkpoint and stats screen would open up when you say ENOUGH and return to the dashboard.
2. Objectives. I don't know. They would lead us through the story and give us more meaning to our lives haha. And they would populate the stats screen. Hey, you can finish the adventure with speed, class, or some really weird stats. Every adventure is different. But maybe things like: tiny monsters crushed, balloons popped, flips, number of cargo transported successfully (I imagine we would enter facilities and weird places to DELIVER something -- its not just going to be a joy ride, am I right?). If you fail the objectives, you don't get a second chance, but your stats screen will reflect your successes and failures on the journey.
3. Well, the global track would be kind of long, I suppose. But if the design is consistent, then the flow is what counts. A real test of skill.
4. Also, I really like the pure trials tracks by the brilliant community. Be cool to populate the world with such rugged obstacles.
5. You can access 'levels' after you unlock them in the world. Kind of a standard procedure.
6. I talked about dynamic elements and alternate routes above ^^


OK that's ALL FOLKS.
Cheers
X