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(1 edit) (+1)

thanks for the detailed feedback, especially if you’re not a racing game person

  • in the tutorial, you might have missed a checkpoint on one of your runs
  • nitro is the meter in the bottom right, and is filled by drifting. you can only boost when the needle is in the blue and you see that blue triangle [!] sign on the nitro dial
  • drifting is started by tapping handbrake (A on controller) and turning
  • engine shutoff can happen in two ways:
  1. engine RPM drops below the stall RPM, usually meaning you were in a non-neutral gear with the clutch out and no gas
  2. engine over-revs past the redline, which can happen if you exit a loop at a high speed in a low gear or downshift when the car is going too fast
  • yeah, I should maybe be more clear about the exit to menu vs. exit to desktop buttons
  • when you restart it puts you in first gear, you have to give it gas when you let out the clutch or else the engine stalls and shuts off
  • the medals are all loaded in parallel on-demand when you go the main menu by loading your ghost and looking at its time vs my times. this makes the main menu load faster because you don’t have to wait for the medals to load, but has the drawback of medal pop-in as the file i/o finishes
  • you’re right, I should revisit the air -> ground transition since it might immediately switch back to full drift control which isn’t great
  • I will add a baby tutorial and more baby tracks in the next update

thanks for playing!

(+1)
Handbrake on A

Oh yea totally missed that, though I don't see it included in the tutorial. Trying drifting out, it's a bit difficult but manageable after a time. Doing several races at the hard turns wasn't enough to get nitro that way, I guess I need to do micro drifts too? I wonder since I did get nitro a few times by accident in the first session. 

when you restart it puts you in first gear, you have to give it gas when you let out the clutch or else the engine stalls and shuts off

I get that, but it restarts without a countdown so if you aren't holding the gas as you restart you instantly shut off. I guess this track is a bit different though since you can keep lapping without fanfare?

the medals are all loaded in parallel on-demand [to reduce menu load time]

This seems unneeded to me? You could keep the menu loaded at all times so there's no loading to it at all(I do this for all my menus). If that's the case, then you only need to read from file once on startup, then you do a progressive update for the track you just beat, which since the new times are in ram from just completing the course it's not a file transfer. Maybe I'm not seeing the bigger picture, where there's 10,000  tracks and an online course viewer or something that would make this not make sense.

Thanks the explanation of stuff, was bothered that I couldn't figure how to drift all that time.

(2 edits) (+1)

yeah, the next step for UX would just be caching the times and updating them on-demand as the player ghosts update. that’ll be in a future update but I’m focusing on content and adding auto shifting for now.

Doing several races at the hard turns wasn’t enough to get nitro that way, I guess I need to do micro drifts too?

You also have to rev-match your shifts to maximize performance and nitro gain. If you get off the gas while upshifting it gives the revs time to fall down to about where they’d be at the lower gear ratio. And if you blip the gas while you have the clutch in and you’re downshifting, it will do the same thing in reverse. Those both give you nitro based on how well you did them.

Also yes, for hot lap tracks the intent is that you restart while already holding clutch and launch with no countdown because you haven’t actually started the hot lap yet. Maybe I should revisit that UX.