From an input-based perspective, maybe it could be:
- Forced turns, which prevent an incorrect steering input (composition of walls and obstacles)
- Bonus turns, which reward a correct steering input (the right side of yellow/red buoys)
- Jumps, which punish (but rarely prevent) an incorrect steering and/or acceleration input
- Waves, which reward a correct traction input
Basically, what contexts inform the translation of player inputs into speed.
Whereas an element-based perspective might take into account:
- Walls
- Boundaries (those outer buoy lines that you can only stay outside of for 5 seconds)
- Buoys
- Ramps
- Low surfaces (that you can ride over but lose handling/accerlation)
- Waves
- Turbulence
- Spike balls (these behave slightly differently than walls since they immediately knock you off no matter what your angle of approach)
- Ice bergs can kinda fit in with spike balls
- The placement and size of all these objects
I guess maybe composing those elements and their interaction seems like a lead-in to the higher level input-based comparison.Statistics: Posted by Yourself — Fri Nov 07, 2014 1:50 am
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