Good idea, I struggled to drift without just spinning around - but I can see how you could get the drift working with with some practice, well done
Play game
Car Drift Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #372 | 2.874 | 3.400 |
Music | #469 | 2.704 | 3.200 |
Fun | #654 | 2.366 | 2.800 |
Overall | #723 | 2.197 | 2.600 |
Mechanics | #724 | 2.028 | 2.400 |
Aesthetics | #812 | 2.028 | 2.400 |
Story | #932 | 1.014 | 1.200 |
Theme | #1017 | 1.014 | 1.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Music/SFX - (freesounds.org), Art (2D) - (opengameart.org), 3D Assets - (gamedev.tv) - Starter Kit Assets
Comments
Thank you for your feedback.
Yeah, as is right now, there's a learning curve as to how you need to switch between stepping the gas all the way and turning left and right. In future updates things will be changed. I just went with the most viable option for the time I had on my hands. (I mentioned in other comments that technically I managed to get all this together in about 2 days, due to several things occured to me during the week).
Well, to be honest I got a lot of frustration while testing the game, because I was trying a lot of stuff that made it way worse in different ways. As we speak, I'm focusing over expansion to different tracks and creating modularity in driving experience. Kind of like different vehicle archetypes open for modification. I can't tell how long it will take for me to reach the goal I've set, but it helps me grasp the genre better and get the knowledge I'm after. :)
Good to hear that the not so friendly driving system doesn't frustrate you as much.
That's a great effort considering you had so little time to work on it. The car has a ton of oversteer even at low velocity, so it felt more like trying to drive a GTA car with flat tires, but I'm sure you'll be able to tweak the physics to achieve something a bit more realistic. Cool stuff!
Thanks a lot. Yeah, I wish I had spent more time, but you know life happened. I know the drifting ain't that great, takes a while to get used to it. I'm working on the game as we speak (not just the physics of it). I have some plans as to how to expand it and make it more fluid and modular, but of course that's not up to any game jam's time period.
FYI : I was not aiming for super realistic drifting, although I'd love to make it more fluid as I mentioned before. Having coefficients of modular parts that accomodate different driving needs and behaviors, but that will require more testing and tweaking and so on.
Thank you kindly for your feedback :)
Nice prototype, I wasn't quite able to get a good drift going but it felt possible, I'm sure with some more work this could turn into something cool. My biggest complaint in the camera angle is way too zoomed out for my tastes. Nice work for two days though.
Thanks for trying it out. Yeah. I've had plans for it.
Yeah, I felt camera distance could be a little too much, but I've had some issues with increasing rigidbody velocity. The way wheel colliders work is still not 100% clear to me, but I need some more time to get a better grasp. During tests, I've had way too much screen shake due to spring forces and all sorts of things happening, that's why I went with that decision, but I completely understand your complaint. It's 100% justified.
Hopefully, I will keep updating it. Fingers crossed.
I've been working on a car prototype myself and I've had more success not using colliders for the wheels at all.
I don't wanna link a video in a comment here but if you find "Space Dust Racing UE4 Arcade Vehicle Physics Tour" on youtube, that video was really enlightening to me on how to make simple car physics (in any engine), even if you want less arcadey feeling, I've found a lot of other tutorials that dug further into it but that basics laid out in the Space Dust video are solid and gave me a lot better understanding.
I've found the video you suggested, watched it, it's definitely enlightening as you mentioned. Thank you for sharing it. :)
I don't care about it being more arcadey or less. The idea behind remains the same. It's the coefficients that change to a given approach.
The box approach with starting point to the spring behavior is what I never considered starting with ever. Call it lack of experience with this topic, call it false intuition. I like the idea of immitation before replication.
Clearly they need to suspend my license. The controls are really unforgiving. I tried to go really really slow and still couldn't get one lap.
Solid base for a game. Does it get crazier after the next round?
Hello. This game was created in less than 48 hours (technically it was a weekly deadline, but it for various reasons and a few bottlenecks here and there, I couldn't spend more time to polish the experience. However, if you want some help on how to get a better feel, try to avoid maxing out speed when trying nearing a corner. It's not the best simulator for drifting by any means.
My overall goal for this submission was to get a better understanding of wheel colliders, which was puzzling me for quite a while.
I understand your frustration.
It doesn't get crazier for this submission. It's more like a survival of not colliding with any barrier (left or right).
I have some plans for this game and hopefully it will get updated in the near future.
Leave a comment
Log in with itch.io to leave a comment.