Should have made this thread days ago, but procrastination and work can sure put a damper on game jam progress. WHOOPS
So I didn't get to properly finish my game for last year's LOWREZJAM, which put me into full on determination mode this time. My starting idea was to make a type of racer that used sprites in 3D space - not exactly the same but similar looking to things like Outrun, Super Hang-ON and specifically F-Zero. I don't know how to exactly how to code things similar to Super Scaler and Mode-7 tech, so I'm going to work with a mixture of 2D and 3D Unity tech to (hopefully) get the look and feel I want.
Test 1. This is of course using a test track (Mario Circuit from Super Mario Kart), but the general look is what I'm going for. It does also show that a LOT of detail gets lost, so I will likely have to use a super simplified coloring and sprite style to make sure things look clear and interesting.
A problem I realized I'd hit very quickly was working with Physics + Physics2D issues. This ended up being an issue for mainly the movement and triggering system (that'll come up a bit later) , but primarily for getting the ship to recognize different terrain. Due to the rotation of the camera, the sprite wouldn't lay correctly on the "terrain" to pick up terrain friction, so I jerry-rigged a solution:
On the left is the sprite I'm using for the track. On the right, is the heatmap I'm using for my gameobject to raycast the color for - thus knowing what type of color or terrain they're currently above. The added bonus for this that I didn't think about until much later was that this can also help for non-terrain specific situations - such as the charging pads in FZero. Here's the setup for my player controller currently: