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(1 edit)

Hooked from the moment I saw the thumbnail. This game was great, I loved the fact that you used car sounds AND horse clopping sounds. 10/10 choice.

My one complaint: I'm typing this up as the Italy race runs in a different tab. I can't win it yet, but I have to keep racing it in order to get spare parts to make new cars... and the cars I'm making all have the same stat line (10/8/9/10). I have to run the whole Italy race just to try and roll again, which is a bit frustrating. I wish there was a faster way to get spare parts (even scrapping my stable of cars doesn't give any rerolls), maybe the ability to replay old tracks? This would also be fun because I'd get to DESTROY those old competitors.

Of course this complaint isn't a big deal, it's a jam game so perfect balance/pacing isn't expected. I've still been completely won over by the charm of this game!

EDIT: FINALLY


(+1)

Thanks for playing and the thoughtful feedback!  Honestly I got stuck on that problem, I figured if you could replay old races people would just go farm parts on race 1 while getting super OP then storm through the rest, but on the other hand watching a whole race and then rolling the exact same new car sucks!  I like your idea that scrapping should do something, maybe like every 2-3 scrapped cars gives you a part or something.  My other thought was maybe the motivation for sticking with later races was you get more premium parts with better mutation chances, so you can choose to farm more worse parts of fewer, higher odds parts.  It’s fun to try to figure out how to solve it!

I had those same thoughts! It's difficult to decide the best way to do it. If it's too easy to farm parts it's not as satisfying. But maybe just increasing the likelihood of a mutation (maybe guarantee at least 1 mutation?) would make things go a lot faster, and would still require replaying races, which I think is ideal. Either way, nice work!

Question: how did you implement the car behavior during races? Did you use a navmesh? or use Path3Ds? Sometimes the cars realistic performed overtakes, which was really interesting, so I was curious what you used to make them follow the track

(+1)

Getting the behavior down was quite a process!  As far as getting the cars around the track I set up a waypoint system with area3ds, and the cars stored the waypoint number they were on.  So when they hit a waypoint the waypoint system fed them the next position to go to.  
For navigating to the waypoint the car checks the angle to the waypoint and sets the steering angle accordingly.  The cars got stuck on walls a lot so I had to just manually make sure the waypoints were far from the walls and the line between two waypoints never crossed a wall.  
Then for overtaking I have 3 ray casts, one forward and then 45 degrees out to left and right.  The car checks its desired direction by eliminating any rays that intersect walls or cars, then averages the remaining rays together (eg right is blocked, left and forward average to slight left).  Then I averaged that direction with the direction to the waypoint to come up with where the car should steer to.
Basically a Frankenstein of every method I found online, but I was so pleased when it all came together!

That's so cool! Genuinely very well done. I could tell the pathing was pretty in depth under the hood, it looks really good in game.