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Thanks for the comment. Yea we went back and forth on leaving it kind of wobbly and arcadey or grounding it more but after playing it a lot hoped people would enjoy the weirdness of it.

Honestly we lucked out. We'd never made a racing game before and found out Unity has an extremely robust terrain system and someone else had written a really fun road editor and one of our team members went ham on designing roads and terrains (and crashed unity about a dozen times in the process), then it was just designing enough textures and skyboxes to fill it out. If we had to spin up our own roads system it would have been a much less productive month.  Funny enough the  small effects on each level: the procedurally generated buildings on L1, the billboarded cactuses on L2, and the slowly expanding middle and multiple exits/story directions on L3 were the things that causes us the most most pain.