TRACK DESIGN
Tracks in Kronopunk GP should be diverse and include variations on 4 major layout elements that are common in MotoGP and other racing conventions.
High-speed straightaways (for top-speed tucking).
Quick left/right chicanes (testing rapid weight transfer).
Gradual sweepers (testing sustained lean).
Tight, high-angle hairpins (testing braking and low-speed balance).
Further, track terrain needs to alternate between the two distinct types, Asphalt and Dirt, in order to drive players to use the Transform Mechanic discussed in Gameplay Mechanics. The two terrain types should embody different racing styles, as well as highlight different elements of the cyberpunk aesthetic.
Asphalt Sections ("Urban Center")
Racing Style: Traditional Street Racing / MotoGP.
Key Mechanics: High traction, precision lines, late braking, and extreme lean angles.
Visual Theme: Dense urban sprawl. Neon billboard-lined skyscrapers, brightly lit tunnels, and open highways.
Dirt Sections ("Decayed Outskirts")
Racing Style: Flat Track Racing.
Key Mechanics: Low traction, throttle control, balance, and drifting/sliding through corners to maintain momentum.
Visual Theme: Damage and neglect. Unpaved suburban outskirts, active construction sites, and streets covered in rubble from collapsed megastructures.
The Sprawl
We are focusing only on a single track for our initial development phase. The Sprawl will be set cleanly in the cyberpunk city environment of Kronopunk GP. It should contain a balance of all of the design elements available.
Its overall design will be loosely based on the Mugello MotoGP track, both in layout and overall size.
Mugello, MotoGP
Sprawl Concept with Real World References
Sprawl Concept with Reference Sketches
Road System
The track will be constructed using the Road System package from the Unity Asset store. This will allow for free construction of roads, which should be broken into modular data chunks rather than a single monolithic mesh.
The track is divided into discrete segments (Straights, Turns, Transition Zones).
Reason 1: Optimization: Allows for targeted occlusion culling and LOD (Level of Detail) management to maintain high framerates required for VR.
Reason 2: AI & UI Metadata: Each chunk contains data accessible by the bike’s onboard computer.
Turn Severity: Communicates "Sharp Turn Ahead" to the UI for use in the Compass HUD element.
Entry Speed Logic: Communicates if the player's current velocity is too high for the upcoming turn for use in the Compass HUD element.
Surface Tags: Communicates whether the current segment is Asphalt or Dirt for use by the Bike Grip system.
VR Design Constraints
To establish a baseline for player comfort and motion sickness, the initial track design adheres to verticality constraints.
Low Elevation Change: The track will remain reasonably flat. Elevation changes should be used sparingly and should be done gradually to keep from being too jarring.
No Motocross Jumps: Deliberate vertical forces are eliminated to limit initial testing on the effects of of high-speed lateral movement and leaning on the inner ear.
Verticality and jumps may be introduced in later iterations once the base movement is confirmed to be comfortable.