Airtime docs
These pages describe Airtime as it will be: the finished game, how it plays, its world and how it's built.
| Path | What |
|---|---|
| vision.md | Dream the dream big: what Airtime is |
| references/ | Other jump and movement games, and what each one teaches us |
| gameplay/ | What you do in the game: runs, speedruns, ghosts, teams, competition |
| world/ | The setting, the story mode, and the concept design (ice, skates, the look) |
| tech/ | Technical design: the map format, replays, timing |
Words used everywhere:
| Word | Meaning |
|---|---|
| Run | One attempt from a start to a finish, timed |
| Route | One path through a map, with its own start, finish and leaderboard (UrT players call it a "way": ut_jumpstart "type") |
| Leet | An exit of a shared jump that only opens at higher speed |
| Secret | A hidden area you can only reach by doing a jump differently than intended (another line, a trick, a hidden walljump) |
| Race | A live event on a server: online players start a route together, one attempt each; drop out and you're out |
| Ghost | A replay of a recorded run, drawn see-through |
| Crowd | A set of ghosts running around the map together, so it never feels empty |
| Player | A real person in the game right now |
| Replay | Airtime's own recording: the inputs of a run, played back through the same simulation |
| Demo | A recording from Urban Terror (.urtdemo, .dm_68): snapshots, not inputs |