Port Saffron, summer 1975
The race begins in a seaside town with a promenade, a lighthouse, a hotel whose flags are always at half mast and a great many sun loungers. Building the first level, and planning to wreck it.
Every story needs a first place, and ours needed a place worth ruining. Port Saffron is a resort on the south coast of Valmora: palm trees, ice cream, a long promenade, pastel hotels and a beach that is mostly sun loungers. It is very pleasant. It will not stay that way.

Building a town to break
A town in a car combat game has two jobs. It has to be readable at speed, so that you always know where the road goes, and it has to be full of things that will break in an entertaining way when you get it wrong.
We started with the roads only: a grey model of the promenade, the beach, four streets running uphill and a plaza at the top. No art at all. We drove it for a week. Streets that were never used got cut; streets where people kept crashing into each other got wider, because that is where the fun was.
Then came the furniture. Bollards, benches, bins, kiosks, ice-cream stalls, deckchairs, the bandstand. Every piece is something to hit, and every piece has a line on the statement at the end of the race:
Sun loungers: 41. Sun: unaffected.
Landmarks
Each town gets a few landmarks you can recognise from anywhere in it, so you can steer by them and, in due course, drive through them. Port Saffron has a lighthouse on the rocks at one end and the Halfmast Hotel at the other.


First drive
Here is the promenade in the engine this week. It is early: the textures are placeholders in places, the townsfolk are only half there and the sea is a little too tidy. But it already feels like a place you are about to get into trouble in.

Next week we put real people in front of it for the first time. We are told this is called a playtest. We are told it is good for us.