How the game behaves
Grabbing, carrying, falling and the rules the world runs on.

How the game behavesA vehicle that is wrecked, and the box on itA vehicle being destroyed runs through states rather than being one event.
How the game behavesCarts, grabbing and the physics of lootA cart is modelled with its own physical behaviour.
How the game behavesDrifting a vehicleDrifting is a system with its own switch on the vehicle.
How the game behavesDriving a vehicle and staying uprightA vehicle is an item with a state and a timer of its own.
How the game behavesHitting things with a vehicleA vehicle carries a small, a medium and a big hurt collider.
How the game behavesHow a monster sees youA monster has a vision point and a vision distance of its own.
How the game behavesHow a monster takes damageA monster carries a health total and a freeze time for dying.
How the game behavesHow a vehicle's body follows its physicsA mesh transform follows the physics with its own position and rotation smoothing.
How the game behavesHow many monsters a level will sendThe level has an enemy director with three difficulty settings of its own.
How the game behavesHow monsters jumpA surface jump has an upward and a sideways force, with a delay before the jump and a delay after landing.
How the game behavesLeaving the ground in a vehicleBeing airborne is a system with its own switch and a lift force.
How the game behavesThe body every monster sharesA shared physical body follows a target rather than each monster owning its movement.
How the game behavesThe boosts a vehicle earnsA ramp boost is a switch of its own, with a window of slope angles.
How the game behavesThe cart and its boost padsThe cart is driven by physics values, including a speed limit and a softer settle speed.
How the game behavesThe cart as an objectThe cart knows whether it is the small kind, and the small kind has a hurt collider of its own.
How the game behavesThe eye that follows youAn eye target keeps its own pupil size, with a multiplier, a speed and a smallest and a largest size.
How the game behavesThe lean a vehicle takes from its speedAccelerating lifts the nose and slowing drops it, each with a force and a maximum of its own.
How the game behavesThe lights and beeps on a vehicleThere is a front and a back light, each with its own renderer and emission colour.
How the game behavesThe multipliers a vehicle can be givenA vehicle can be given a multiplier for the force it applies as a bumper car.
How the game behavesThe record every monster is givenA monster's record carries a name and a localized version of it.
How the game behavesThe record the game keeps for each monsterEach monster has a record with a name, a difficulty and a type.
How the game behavesThe sounds a vehicle makesA vehicle's engine has a start and a stop of its own, with a pitch that runs between a minimum and a maximum.
How the game behavesThe sparks a vehicle throwsSparks come as a left set and a right set, each with a transform of its own.
How the game behavesThe tricycle rider's rigThe rig has a set of wheels of its own.
How the game behavesWhat a monster does when it has not seen youThe roaming state has its own speed and acceleration.
How the game behavesWhat decides whether a monster appearsAn enemy set-up holds a list of things to spawn.
How the game behavesWhat happens when the head catches youThe catch sequence has a beginning, a first bite and a last bite.
How the game behavesWhen a monster gives upThere is a state for a monster despawning after being stuck.
How the game behavesWhen a monster looks under somethingOne of the monsters' states is for looking under things.