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Analyzing the Physics and Gameplay Loop mechanics of Drift Boss from a programming perspective.

Hello fellow developers on the forum, today I'd like to discuss the game Drift Boss from a technical perspective.

Despite its simple appearance, drift boss is a prime example of user experience (UX) optimization:
Simple input: Only uses onMouseDown and onMouseUp events (or Touch events).
Procedural Generation: The race track is randomly generated but still maintains a logic of progressively increasing difficulty, ensuring the game never ends.
Control Feel: The way the car-center rotates around its axis during drifting is very smoothly refined, creating a "heavy" and "grippy" feel despite being 2D/pseudo-3D.

If you're planning to build a similar casual game, Drift Boss is a great case study to learn about user retention (retention rate). What are your thoughts on how they handle collision detection in this game?