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Playing on keyboard is insane, I tried it and it was awful. You should be able to see all the prompts in the tutorial level though.

I’ve also played a ton of Trackmania, but mostly Stadium and Canyon. Canyon had a lot of drifting on narrow roads through tight corners which might have made me skew the tracks in this demo way harder.

I’m curious for difficulty, what do you think would be a good baseline? Something like the Desert Speedway track which is fairly wide but has a couple tighter turns? Or something even more relaxed? The average track difficulty here is definitely higher than it would be in the final game.

Thanks for playing, and for the very detailed feedback. I have an automatic shifting mode that will be in the next update.

(2 edits) (+1)

As for the tutorial, it obviously didn't disappear, I just missed it.

I booted the game without a controller plugged in, it won't give me KBM prompts, even after pressing z x c, ctrl shift enter. I plugged the controller while in the tutorial and it wouldn't recognize inputs until I exited to level select with the mouse. 

I replayed the tutorial levels so I now know about the boost. automatic is way easier to handle than the other modes already.

collisions are very weird. they either stop you entirely, throw you in the air, or even bounce you back with reverse velocity(not full power, the vector is dampened) The first guardrail in desert speedway even failed to act as collision once, letting me slip off the track when my drift was too fast(butt slid off)

the biggest enemy in desert speedway are the sign poles. I think you should remove their collisions or move the poles outside the track. I don't think narrowing down the track on the start checkpoint is necessary. 

the way boost is implemented makes it less useful than it could be. outright ruining your play if you don't use it on a straight road. I wish you could use it in bursts, instead of all at once. I think it lets you exit drifts smoothly, so it'd by a really good tool that way. 

camera tracking could be faster on normal play, but when you are on those tight curved roads like the green half pipe in the test level it absolutely has to be tighter, you can't see where you're going until you exit the bend.

My performance was way better with automatic but even if you removed the tight part in desert speedway it would still be a medium-high difficulty track imo. the reason being that it's somewhat easy to lose control by overcorrecting when exiting curves and the high speed of the car. 

How to make easier tracks.. the faster the speed, the wider the road. I guess this would probably be it. I feel like it's the general rule in trackmania stadium. And casualize the steering a bit but I doubt you want to change steer feel at this point.

collisions are kinda bugged actually, I made the collision meshes for the guardrails and tunnels walls wrong so the car can get fucked up if you try to wallride. gotta rebuild those but it was low on the priority list for this demo day

interesting that you say desert speedway is medium-hard, my level of difficulty is miscalibrated then. I have some no-collide banner checkpoints that I’ll drop in there instead to make it a little easier on people.

boost is intended to be a tool for ending a drift like you mentioned, but I just tuned it to be a one-shot thing. i want to add another car in the future that boosts a little differently, like either in shorter bursts or just for as long as you hold it.

yeah the camera thing could also use some work. it’s annoying trying to get it to not clip into the track when it’s trying to follow the car, but following it better as the car is drifting will be part of my camera code rework in the next update as well. the change in following behavior when the car is drifting is legacy code from when it drifted differently a while back, and now it doesn’t look towards the car’s velocity enough.

faster speed = wider road is always good. it’s difficult to strike a good balance between accessibility and a sense of speed because wider roads seem to go by more slowly, although I could always just add little details on the tarmac or some shit to whoosh overhead.

the steering is actually still pretty open to change. an issue I realized today is that the altered behavior for drifting is still in 100% effect as the car transitions back from a drift to fullgrip, which can cause weird overcorrections as you’re straightening out of a turn.

thanks again for the detailed comments, hopefully I can fix all this by the next DD