I bloody knew this would happen! Look at these cheery colors – It looks nothing like the old version!

Ok, so it’s not really a big problem, just using bright colors instead of CameoVision – the actual rendering is still done using the same extruded bezier paths. But it does highlight one of the biggest hurdles to creating a finished product [especially if you're me, which I am], that being the making of firm decisions.
Apart from choosing color palettes there are a multitude of design decisions to be made, both creative and technical. One which has been bouncing around in my head since Drivey’s conception is the question of RealSpace vs RoadSpace.
By RealSpace I mean what you get in you average 3D game, wherein you can expect to find multiple paths leading to the same location in a consistent way. Basically this means that ten steps forward followed by five to the right will put you in the same position as five steps right followed by ten forward.
By RoadSpace I mean what you used to get in the old days of driving sims, where the road is the world, you can never really go too far away from it, and it’s possible for it to be arranged in ways simply not possible in real space. eg, you might come off a long straight and into a bend, which you might then follow to the right for the next 1080 degrees, somehow never crossing over the road you came in on.
RealSpace is the obvious and familiar choice, especially for someone of my background, but I suspect there may be much hidden goodness to be discovered in RoadSpace [which I don't think has been seriously explored since the advent of polygons] so I’m trying to keep an open mind as to how I might implement both.