It costs $100 to enter the circuit and ride the default bike. As I add more bikes to the game you will be able to pay more or less to ride them based on how they perform. I'm thinking of having everything rented in the game instead of buying it outright because the money system is based roughly on real world values. A brand new motorcycle would cost about $25000 but you would only pay $250 to ride it around the circuit for as long as you like. The same with leathers, helmets and other protective gear.
|2013 CBR1000RR ABS Fireblade|
Multi-player is first on the list of priorities after the next version is released. I play a lot of MotoGP online and it's my favourite way to play, especially when you build a community and have regular races against friends. Single player is good but the AI is limited in that it's not a real person playing and will never react like a real person, often they are too slow on parts of the track and don't always take the fastest line through the corners. In the beginning players compete for the fastest lap time during the session. Having the fastest lap awards a combo bonus for any money you earn while riding so there is extra incentive for players to be the fastest. I want to experiment with having a qualifying session for a set amount of time maybe 10 or 20 minutes where players compete for the best lap, after this it transitions to a race including all players on the server who are placed on the grid according to their qualifying time. The server host is able to set the qualifying time and number of laps for each race. There are bonuses and prizes for placing well in the race. Tournament servers can be setup for serious players where the qualifying session lasts for a whole week and there is a race every Sunday with the results published on the leaderboard.
AI will eventually be included in the game because it takes a lot of work to get it right. Ideally I want to create AI that takes the fastest route around the circuit and never hits another bike if they can help it. There will be a difficulty slider that adjusts down from 100% and the AI becomes slower by braking earlier and acclerating slower. I think I can create an AI that takes the fastest route around the circuit and a slider to change the difficulty but avoiding collisions is another challenge, I may not implement collisions to begin with so AI serves more as a practice tool.