Game type: Sprite/filled polygon Racing Simulator.
Approximate time to arrival: Once Z-t finds a Lynx Programmer.
ComLynx? Planed 4
Overview:
The approching turn takes its time before you finally apex. A backmarker nicley placed at the exit lane. You press it on as you try to overtake the backmarker car ahead. It takes you into the corner with it, you break line, go wide, and pass him now its own to 3rd place, and there are several backmarkers and curves ahead though, so it won't be a leiserley stroll...
Gamplay:
Burn Rubber has a Semi-Polygonal structure. The cars are polygons, and so is the road surface. That is all. The rest of the graphics are sprites. The cars could also be considered for sprites, if they are peiced together in another program, then zbuffered. This semi-polygonal structure was chosen after playing Hard Drivin', a great game, but just a bit choppy. This game doen'st allow you to turn 360degrees, but rather about 60 degrees off to either side of the track.
Possible expanding on the modeling approach, this game could use cars with the same simple graphics model as the polygon cars now, still giving a simulator-ish look. However the the game play may be a little different, yet I have to see how this looks...
Z-technologies(tm)-----------------------------------------------------------
Z-t:
Burn Rubber was one of my earlyier ideas, about my second, it will hopfully be faster than Hard Drivin' in that that game was a bit low on frames. The use of sprites inplace of polygon trees and other roadside objects will speed up the gameplay considerably. This is the first Polygonal racing simulator( not counting Lean machines track engine ) Simulators allow multiple camera views, in car, behind car, and others. Z-t, made up of one Lynx artist, has thus far 7 games *in the works* of course, after the graphics go, then I'm stuck, so the games tend to stay *in the works*.