Boost Pad Madness - Anthony B. - Aug 15th, 2025
Hey everyone, Anthony here from Syntax Error Studios working with my Team on Hypertrack! Today's update is all about one of the most exciting features we've been working on: Boost Pads.
What I Set Out to Do
The idea is simple: place pads on the track that give racers a sudden burst of speed! Sounds easy, right? But I quickly learned that making a boost feel good is a lot trickier than just slapping extra velocity onto the car.
The Problem
Early tests had a few issues:
- Sometimes the pad launched you out of control, spinning you off the track
- Other times, the boost felt underwhelming and didn't really change momentum
- I also had to think about placement - if pads were too common, they broke the flow; too rare, and they felt pointless
The Solution
I built a Boost Pad class derived from a reusable track feature base. Each pad has a BoostMultiplier property that applies forward force through the car's movement component. This lets us fine-tune the strength directly in the editor without touching code every time.
The best part? Once the system was in place, I could drop pads anywhere on a track and instantly test different values. After some tweaking, the boosts now feel more powerful but still controllable, adding that burst of excitement without wrecking the player's rhythm.
Boost Pad Logic
What's Next
- Adding Visual Effects (Glowing Arrows, Energy Trails) so pads pop out on the track
- Adding Sound Design to really sell the impact of hitting one
- Balancing placement so pads enhance races without making them too chaotic
Boost Pads might be simple, but they're already making Hypertrack races feel faster, more dynamic, and more fun.
Get Hypertrack
Hypertrack
Race using items across diverse tracks and environments.
Status | In development |
Authors | SyntaxErrorStudios, GMatrixGames, willie2000_og, UnluckyProdigy, SirAppleV |
Genre | Racing |
Tags | Unreal Engine |
More posts
- It’s OK to Lose - William Chung38 days ago
- Changelog v0.0.338 days ago
- From None to Done: Making Keybinds Work Everywhere - Anthony B. - Aug. 28, 202538 days ago
- Why UI Humbled Me in v0.0.3 - Jason F. - Aug 28, 202538 days ago
- Back from the Backend - GK - Aug. 28th 202538 days ago
- Split the screen double the work - William Chung - Aug 22, 202544 days ago
- Teaching Players and AI to Read the Road - Jason F. - Aug 22, 202544 days ago
- When the Music Stopped - Anthony B. - Aug. 21st 202545 days ago
- v0.0.2 Changelog - August 21st 202545 days ago
- You spin my car right 'round - GK - Aug. 21st 202545 days ago
Leave a comment
Log in with itch.io to leave a comment.