The first thing I did when I got the feedback was build the barriers around the track. I placed them everywhere around the track as well as behind the trees as this would mean that the player can not get out of bounds. I also added collision boxes around the map to also help the players not get out of bounds.
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I also decided to add a turbo mechanic to my game. I found a video on YouTube that showed how to push the car when the turbo is activated.
First, I placed an emitter in the viewport. I placed it on the metal bar at the back and made sure that they were at an equal distance from each other to make sure that nothing looked out of place. I then downloaded a fire pack that was free from the Epic Games Store. I then clicked on the emitters and selected the white box under the tag template. I then selected the blowtorch template that came with the pack as I thought it was the most suitable for the flames.
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I then did the following script:
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Essentially what the script is doing is when the turbo is activated it will show the flames and if not the car will have no flames. If the turbo isn't activated the turbo won't display and if the turbo is activated it will push the car and display the flames.
I also added a sound effect I found on youtube for the game feel. I did this by importing the SFX. I then added a Media sound in the viewport and placed it in between the flames.
To make the car faster I did the following script:
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When the boost is triggered the car will be pushed forward if there is a boost available. When the input is released the boost will stop. I also added a camera shake that will activate when there is input from the boost. The camera will also pull back when activated and it will then be pushed forward. I also made a widget that shows the progress bar of the Turbo.
I also made a widget that displays the Turbo. I used a progress bar and mad it the colour blue to help make it stand out. I also added this to the script so that it can be viewed on the viewport.
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Lastly, I turned down the duration of the obstacles so that they are slower and I also added more humps and bumps. I also decided to add some shortcuts that are mostly hidden.
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I also created Turbo boosts that the player can collect to refill there meter. To do this I created a new blueprint actor. I then got a static mesh and used the Drum asses that I had imported from my Gameplay Scripting Module. I then created a new material from an existing material called Plain_Mat. I just changed the colour and saved it as a new material. I also added a collision box to the static mesh.
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I then used this script to add on boost:
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