Distance

Distance

Dimensional Splice
27 Comments
CodedCrow 25 Jul, 2020 @ 1:19pm 
Really needs an update
5el. 14 Feb, 2017 @ 9:29am 
Good track...thanks for makin' it. Especially love that colorful loop+tele region.
CyclopsDragon  [author] 23 Mar, 2015 @ 9:49am 
That part you described is probably the most difficult part of the track for most players. It's not low gravity, but the transferring between tracks occurs at awkward angles as an attempt to foreshadow the breaking down of the track, so it ends up being a challenge.

I've been considering changing the teleportation areas for a bit now, I'm probably going to wait for sideless roads to be added and then make some changes.

And I'll edit the description to put things closer to the start, although I'd still like to see levels' descriptions on the loading screen beforehand. Maybe that's something I'll suggest.
Ningauble 22 Mar, 2015 @ 10:18am 
To clarifty one part specifically which had a low gravity, as a vertical climb, and broken track gaps and added about a minute to my time. I actually had a lot of trouble trying to consistently choose the track colors. That may be why my impression is so many abrupt changes in pacing. If people are crashing a lot in the section of the track where the next step of the track is choosing a mood piece, there ends up being a more random experience?

Also. Just to let you know. I didn't subscribe from the workshop, this auto-loaded. There isn't enough time to read the descrition when it auto-loads online. So perhaps if the description could be tightened up or shortened, there may be less confusion for others going forward.
CyclopsDragon  [author] 21 Mar, 2015 @ 9:48am 
"Also ... I thought at first that certain colors coordinated with lost abilities (no jump no fly no boost) but instead of being able to predict things that idea made it worse." This is where reading the level description might have helped. The tracks are colour-coded based on their difficulty. It's hard to make that inherently obvious when you never play the same section in multiple different colours in one run-through, so I tried to choose colours that coordinated with a basic human sense of urgency. Blue - cool colour, safety, easy. Yellow - warmer colour, caution, medium. Red - warm colour, danger, hard. Of course, they all ramp up in difficulty towards the end, but that's the basic layout.

So to sorta conclude, you've made some points that I do need to take into consideration and look into, but a lot of the things that you mentioned fall into the experimental aspect of the track, and a lot of it would have to become much less experimental in order to be "fixed".
CyclopsDragon  [author] 21 Mar, 2015 @ 9:46am 
"There's enough content here for at least two, or possibly three tracks... ...But you've also got quite a few grossly intricate obsticle course segments that might fit together better as a slower paced boost juggle track." You've literally just summed up the entire point of the track. There are basically three tracks here. They are effectively one track, as the layout is the same, but each track has a different focus, and you choose which track sections you want to play. If I separated them into three different tracks, the entire dimension-jumping effect that I was experimenting with would be lost and it would feel more as though I was re-hashing the same idea to get three different tracks. I wanted to make it feel like the player had some form of choice in what they were experiencing. And I really don't agree with "grossly intricate obstacle course segments" when the most intricate thing involves 10 pillars and a saw in a very predictable pattern.
CyclopsDragon  [author] 21 Mar, 2015 @ 9:46am 
"...momentum lost from a teleport as reset ruins your ability to complete ridiculous jump / gap pacings..." I tested each individual gap after resetting from a checkpoint and had no problems completing each one. There's only one spot I can think of where resetting from a checkpoint would be a hindrance, and it would just mean letting go of boost for a moment, no gap involved. And I'm not sure why you included teleporters, because momentum transfers between teleports.
CyclopsDragon  [author] 21 Mar, 2015 @ 9:45am 
"Too many different pacings." There are three. You choose which one you want. They merge at the end. I can see your point, but given the fact that the pacing is based on the player's decision, there's not much I can do without defeating the entire purpose of the level (again, this was more focused on the experimental idea than 100% making an awesome track).

"Too many points at which it drags." Probably a side effect of how I set up the transitions, if I had to guess. I can see the problem, but diverting the player's attention away from their decision was the last thing I wanted to do.
CyclopsDragon  [author] 21 Mar, 2015 @ 9:45am 
Before I respond, keep in mind that this track was effectively an experiment. Also, this response is going to be over the course of many comments, to respond to each of your points.

"Too much content." I can't really argue with this. The idea grew way beyond my original scope, but besides the lag, I don't see how too much content is a bad thing, considering that the level is still limited to about three and a half minutes on a good run.

"Too many different ideas." The entire level is one idea. The rest of the level is just expansion on and development of the idea. I guess you're more refering to track design elements rather than the track itself, and again, those were just different ways of evoking the same idea. I have to find some variation when I'm using the same track three times.
Ningauble 20 Mar, 2015 @ 9:55pm 
Also ... I thought at first that certain colors coordinated with lost abilities (no jump no fly no boost) but instead of being able to predict things that idea made it worse. Just a thought, if you insist on using the entire track, color coding the sections could possibly take some of the learning curve / abrupt shifts in pacing.
Ningauble 20 Mar, 2015 @ 9:53pm 
Too much content. Too many different ideas. Too many different pacings. Too many points at which it drags. A few of the abrupter teleporters were fun, but when it happens over and over or the momentum lost from a teleport as reset ruins your ability to complete ridiculous jump / gap pacings the track becomes a barrier to proper reaction time. After grinding my way through this, I had lost all synchronization with the camera, the car, and my boost guage.

There's enough content here for at least two, or possibly three tracks. Certainly you could use all of the verticle climbs/jumps together, sans teleports with a bit more track leading into for better jumps / gap pacing. But you've also got quite a few grossly intricate obsticle course segments that might fit together better as a slower paced boost juggle track. Definitely don't stop working on the editor though please consider the over all flow of the entire track. Remember your track is just one of many.
CyclopsDragon  [author] 7 Jan, 2015 @ 5:29pm 
That's not how the camera works. From what I can tell from my experience with Distance and its predecessor, which have very similar camera systems, the camera always moves to position itself to face along the car's velocity vector, and it, by default, rotates to an upright orientation (this means the car rotates freely without changing the camera). This only changes when you land on a track, in which case the orientation centres to show the car being upright, or when you pull out wings, in which case it's rather unclear what to me controls the camera's orientation. The only reason it might seem like it's doing it differently is because in the official levels, there aren't any sections with transfers at odd angles like this
Sealwheeler9 7 Jan, 2015 @ 3:11pm 
The camera will normally spin to face the next track once the jump has been started, for it did not making it difficult to actually get to it because the car stayed straight. That's how it's meant to work, spin the camera around signalling that the jump can be made. Without the camera spinning around, it makes it difficult for the game to do a successful jump.
sim<>n[a] 7 Jan, 2015 @ 1:11pm 
Really cool, even though i couldn't finish red sector :(
CyclopsDragon  [author] 7 Jan, 2015 @ 9:18am 
It's not the game's job to know when there's another track to jump to. It's the player's job to account for changes in angle and current orientation and use that to make jumps successfully, and that's what makes transfers challenging, especially at awkward angles like this. The difference between yellow and red here is that yellow always transfers by rotating in the same direction, so it's easier to keep track of orientation, whereas red goes back and forth once or twice and also has more difficult angles. Blue doesn't even go upside-down, so you can always try that if the others are too difficult. The teleporters will always exist in their normal places.
ChromeQuake 7 Jan, 2015 @ 7:41am 
Sorry for waisting your time, It may have been a general game bug or an unknown cause.
Thank you for tryingto help though! :)
Sealwheeler9 6 Jan, 2015 @ 11:46pm 
It felt like the game did not know there was another track to jump to and didn't allow for successful jump transfers. Either the pieces were not aligned for the game to respond or it's just a random issue I encountered.
CyclopsDragon  [author] 6 Jan, 2015 @ 6:46pm 
@ben: I just ran the entire yellow path and was unable to replicate your problem. Every teleporter worked as intended.

@vert9: Hard to say without knowing the colour. There are no constant jumping sections until about 2/3rds of the way through. If you're talking about that section, which I would describe as broken track segments, that's simply a matter of how good you are at transfers. The angles are just awkward, and it takes general practise with track transfers to be able to do it without trouble. The only way I could "fix" that is to intentionally make it easier, and that's what the blue path is for. The best tip I can give you for those awkward angles is to just aim for the track you're jumping towards rather than going straight off of the track you're on.
Sealwheeler9 6 Jan, 2015 @ 6:26pm 
From memory, it was a part about 2/5ths in the track. Where there were constant jumping sections. For some reason, the jumps didn't make it so I had to soft of cheat that area and fly right over it. I spent 5 minutes trying different ways with jumping and I didn't get it to work.
ChromeQuake 6 Jan, 2015 @ 5:37pm 
Well I don't know what it really was but when I chose Purple, then Purple, then Yellow the colorless telaporter didn't work for me i got stuck and kept running straight through it into the wall behiend it. :(
CyclopsDragon  [author] 6 Jan, 2015 @ 5:27pm 
Could you be more specific? Which section of the track, which colour? I might be able to explain what's going on.
ChromeQuake 6 Jan, 2015 @ 4:45pm 
Very true [NFKS]vert9 I got that two xD.
Sealwheeler9 3 Jan, 2015 @ 7:18pm 
This was an enjoyable track. But one part felt like physics said "No thanks, I'm outta here"
Adon 31 Dec, 2014 @ 11:17am 
Best workshop track. 10/10
BearAspirin 31 Dec, 2014 @ 6:31am 
Totally didn't see this one in the Workshop, I will have to run it and add it to my 12 Days of Distance :D
CyclopsDragon  [author] 30 Dec, 2014 @ 10:46pm 
Thanks for the feedback! Yeah, I'm aware that you can skip that one jump. I don't particularly care; if you find an easier way through it, then more power to you as the player!
White Grey 30 Dec, 2014 @ 9:09pm 
For anyone interested in a video playthrough, I made a 3 minute video here: http://youtu.be/bUYNQS6zE-g

Very cool track. It's a lot of fun to explore the different routes, and it although it starts slowly, it can get pretty challenging. Personally I thought the best part of the whole track was the visual design - damn if that shit doesn't look clean and well put together. Again, the different routes only make it better, and I have no idea how it could be improved even more.

You may want to take a look at the big wall-jumping segment near the end though, the one where you go through 5 jumps in a row. The third jump is very skippable and I think it's actually easier to do so. Basically you just go Blue > Orange instead of Blue > White > Orange.