Rktcr ("rocket car") is a physics-based action-platformer-turned-puzzle-platformer; that is, it's an action game meant to be played thoughtfully at much slower than real-time. Rktcr is played in a side-view world consisting of zones linked by portals. The goal of the game is to construct a journey that collects the 14 gems scattered throughout the world and returns to the start portal as quickly as possible. Players can pause, rewind, and slow time in order to carefully perfect each segment of their journey.
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In the tutorial, I use disruptable platforms to build a starting area the player must escape by allowing each wheel to fall through a different part of the floor. If the player chooses the wrong sequence, their vehicle will plummet to its doom.
After the player has escaped the starting area, they must make sure that the vehicle straddles the gem platform with the back wheel down, otherwise, the gem will simply bounce off:
Of course, these are just a few simple things one can do with disruptable platforms and gems. More complex puzzles and stunts are possible, and can add challenge to your levels.
The next installment of my Rktcr editing tutorial has arrived, and shows you how to create dynamic objects and constraints.
The second part of my tutorial on Rktcr level editing explores the various types of level geometry that can be used in a Rktcr level.
Rktcr 3.1, which is currently percolating through distribution channels, has level editing support. This tutorial will guide you through the basics. (Video...
A collection of "Let's Play" and "First Look" videos of Rktcr. See the awkward first steps as youtube folks come to grips with Rktcr.
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