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Thursday, May 8, 2025

Limitless Racing: Get Started! (Easy Tips for Beginners & Pros)

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Okay, so I’ve been messing around with this “limitless racing” idea, and I wanted to share my little journey with it. It’s been a bit of a rollercoaster, but a fun one!

Limitless Racing: Get Started! (Easy Tips for Beginners & Pros)

It all started with me just staring at a blank screen. I had this vague concept of, you know, limitless racing. What does that even mean? No rules? Crazy tracks? I needed to narrow it down.

Getting Started (and Failing a Lot)

I started by sketching out some track ideas. My first few attempts were… well, let’s just say they were ambitious. I’m talking loops that defied gravity, jumps that would send you into orbit, the whole shebang. I quickly realized that “limitless” didn’t mean “impossible”.

So, I scaled it back. I started thinking about real-world physics, but with a twist. Maybe a track that goes underwater? Or one that winds through a giant, crumbling city?

Finding My Groove

After a bunch of trial and error, I started to get a feel for what worked and what didn’t. I used some basic shapes to block out the track, focusing on flow and making sure it was actually drivable.

  • First, I made a simple oval. Boring, I know, but it was a starting point.
  • Then, I added some hills and banked turns. Still pretty basic, but it was starting to feel like a race track.
  • Next, I started experimenting with more extreme elements. I added a huge jump over a chasm (which took forever to get right, by the way).
  • I added a water and did many test, it looks fun.

Making It Pretty (and Playable)

Once I had a layout I liked, I started working on the visuals. I’m no artist, so I kept it simple. I used some basic textures and colors to make the track look, well, like a track. The important thing was that it was clear where you were supposed to go.

Limitless Racing: Get Started! (Easy Tips for Beginners & Pros)

The final step was playtesting. And more playtesting. And even more playtesting. I tweaked the track layout, adjusted the jump physics, and generally tried to make it as fun as possible.

It’s still a work in progress, but I’m pretty happy with how it’s turned out. It’s not exactly “limitless,” but it’s definitely pushed my boundaries (pun intended!). I think the key was to start simple and gradually add complexity. And, of course, to be okay with failing a bunch of times along the way.

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