Thanks for the feedback - I am making an updated post-compo version of the game that should be a bit better balanced and challenging.
Recent community posts
Thanks guys - as I wrote in one of the YouTube comments, this is super valuable to me so I really appreciate all these efforts of breaking the speed record to finding glitches. I will definitely host similar events in future Ludum Dares and also when I do games outside of LD. Keep it up, and it feels like sub-1-minute is coming soon with that big mega jump glitch.
Hey - that was fun to watch. Glad you liked the game and I was thrilled to see that difficulty and timing worked out and that the spike caught you at times =) This was the first play through of the game that I am aware of since I didn't have time to test through before the release deadline. Thanks again!
Hi, thanks for asking. I hadn't considered that but that but I might do so if I get a chance. The problem with vehicle physics, especially for a top down racer, is that it has to be faked parameters to a large extent to get an arcade-like feel to them so it may be very individual based on the proportions of the car etc.
Hey guys! Winners are: Best score AmDMaster $50, Funniest attempt: Spudcats $20! Please provide me with your PayPal mail addresses so I can send the $$ =) Please reach out via twitter if possible, @Imphenzia - I have a 500 email backlog I am about to attack (mostly spam).
Awesome - keep the videos coming!! =) I should say that you don't get any scores for the gates by the way - that is just used as a last resort if run out of parking spaces. I should have made that clear in the game probably!
I noticed that my devlog posts are not showing up on the main page so I figured a post here would help with it being seen at least somewhere since I don't have many followers on itch.io. I am sticking to the single post rationale with subsequent replies for updates. Saying that, I think the community part is a bit redundant but it would be good if the main devlog would display new entries from everyone and maybe few more options to sort / prioritize the feeds on the main devlog page.
I added another devlog today, a short video tutorial of making low poly stones in Blender which is what I'm doing right now for the game: https://imphenzia.itch.io/thats-racing/devlog/40701/low-poly-stones
Hi, thanks :) I am thinking 3 modes, normal racing, fun racing (trailers and caravans and challenges) and dirty racing (like old super cars with oil slicks, mines, missiles and some additional stuff like a passenger with a weapon to take out opposition etc). Those are my thoughts but nothing is set in concrete.
I'm about a month into making a game called That's Racing. It's a top-down isometric view low-poly multiplayer racing game (how is that for a genre? =)
I've been posting a few devlog entries, some just explain progress on the game and some post are more like tutorials as I'd like to take the opportunity to give back to the community as much as possible in the process.
Here are my devlog entries so far:
- More low poly content
- Low Poly Trees
- Damage Model
- Time Scale Increase to 150%
- Engine Audio
- Driver NavMeshAgent & Enter Car Animation
- Ragdoll Knockdown Getup
- That's Racing goes public
To give you an idea of the game, I'll include some videos here as well:
This is a slow motion video of the car damage model in it's current state:
...and a gif version of damage model in real time too:
I hope you find interest in the game and please comment the devlog entries - feedback, suggestions, and questions are very welcome!
Have a great summer everyone :)
Good points - thanks for your comment! I think I agree with you that the in between may become the "worst of both worlds" rather than the "best of both worlds". I will have to keep the number of options low, especially if the number of concurrent players aren't that many but as you say - it'll be easy to see which one is more popular and if there are enough players I may as well keep the modes.
Funny you should mention 50% because today I recorded a slow motion video where I ran it at 25% and it had a certain charm to it (see after the pile up where I drive normally):
You can really try to hit the apex and perfect the lines and if I were to add the "dirty" racing mode it would probably be quite fun an tactical as an alternative.
Great stuff! Thanks for sharing your thoughts :)
Thanks. Yes Pitch shifting is easiest and I'm actually using only one loop rather than crossfading (although that is how I would normally go about it). Recording the engine-under-load loops is a bit of a pain if you want to do the full deal as you need to have the car seamlessly looping at top rev for 5-10 seconds without moving too fast to introduce too much wind noise. When I did my recordings I had to keep it in first gear, apply brakes, find a quiet road that sloped upwards and I tried to keep the rev steady at 6000+ RPM. That's the beauty with the acceleration ramp recordings - they are much easier to obtain and I think the size is smaller which is a bonus. But regardless, with it being an arcade-like looking game I would probably lean towards using the single loop (as in the video showing the time scale) to match the low-poly look of the game.
Yes, the game speed is tricky. I will simply have to play test and gather feedback and determine to go for sim-speed, fast-speed, or cater for both groups of players. I hate choices yet I always end up having to make them somehow :)
I plan to add support to extend with as many vehicles as possible. I will make them as downloadable asset bundles so a car will come with its unique model, sound effects, handling, and part upgrades. I plan to allow the upgrade of the car so people that prefer grip over drift can simply invest in grip-increasing upgrades whereas those that prefer styling or performance upgrades can choose that. I think I will base match making based on how upgraded a car is so if you have a low end car with a massive turbo you will get matched with cars that have a much higher spec originally. I think that way it would look more fun too with different car models and everyone can race their favorites.
Thanks for your feedback, it's very valuable to me!
I should probably include some comments and feedback discussions from the YouTube video here for reference:
It feel less like a simulation, more like a game.
Now imagine 3-4 more cars at the same time, each controlled by a player and bumping each other to reach the goal, pick power ups, or something. Sounds like fun! :D Any idea what the greater game will be? Super Off Road-like? Mad Max/Death race-like? Mario Kart-like? Totally different?
Hi, excellent - thanks for the feedback! Yes, it is more of a game at a higher speed - I'm not sure about the strain it puts on the multiplayer implementation since things have to be updated more frequently across the network and physics with collisions over network will be a challenge to say the least - still, I think it's worth pursuing it!
About the greater game: At the moment I'm thinking up to 8 players that race 5-minute races on various circuits. A budget will allow the player to upgrade parts of the car to three different levels, e.g. Tires (grip), Rear Wing (rear grip), Engine Tuning (slight performance boost), Turbo or Supercharger (bigger performance boost) but also items such as weight reduction and the durability of the car (e.g. increase the chassis to make it less likely that you lose parts during heavy landings / collisions etc.). I also want to throw in the aspect that you can improve the pit crew performance so they can run instead of walk, change tires faster, and things like that. I have already animated the pit crew for the tasks of wheel replacement and attaching new body panels =) More on that in a future devlog update. I am also considering a "dirty" race mode where you can add unconventional upgrades inspired by the old Super Cars 2 game on the Amiga. This would need to be a stretch goal, but it would be easy to add ability of a "fixer-guy" as a passenger with a weapon that can try to take out nearby opponents, mines, oil slicks, and stuff of that nature. The interest and fun vs. keeping it clean and strictly racing is something I have to investigate.
Do not increase the speed of the entire simulation.
Instead, increase the speed of the car and the pull of gravity by the same factor. That is, if the car moved at 100 m/s before, make it move at 150 m/s now. If gravity acceleration was 9.8 m/s2, make it be 14.7 m/s2. Also the car maneuverability. In general, multiply all numbers times 1.5. This should be just a number defined once, then you can have the same game tick simulation rate, and the same network refresh rate. Tire drag also, and the car's acceleration and deceleration ratings.
I tried to increase it by multiplying parameters but problem comes to grip and slip calculations and even if I tried to increase the grip by an equivalent (or even an excessive amount). I will keep investigating.
1. Seems like more fun because more things going on in same period of time relatively normal speed settings.
2. Better if you consider multiplayer because it's a racing conditions so high speed is expected.
3. About what worse. Look how easy you overcome obstacles, what is their point than? What's the point to stay on pavement if you can just brutaly move over anything. My suggestion is to make 115-120% out of speed. Also consider to encourage driver to stay on pavement but make them use drifting technique on turns by making controlling left/right not so responsive on higher speed. So they will have to choose either they reducing speed on turning and loosing their valuable seconds or they try to drift on high speed.
Thanks, excellent feedback!
1. I would have to agree. 2. I have to agree here too with reservation of multiplayer network traffic challenge as mentioned in my comment to David. 3. I will implement mechanics to prevent you from taking shortcuts or over-jumping jumps forcing you to break etc. Fences, walls will be put in place and it will also be more slippery and grass and less traction on sand. You will lose body panels if you over-jump the jumps which will cost you time and $ in the pits. There will also be checkpoints that you have to clear to ensure a complete lap. Finally, some jumps will have a bridge crossing the landing so if you jump past the landing you will smack into a wall mid-air =) So stuff like that should prevent cheating and shortcuts. At the same time I will add nifty shortcuts that require some skills, e.g. a narrow bridge that is easy to fall off or a train track shortcut where you risk meeting an oncoming train. That's the idea at least!
I am experiencing the same and was hoping the devlogs would show up on the main page cycle too. I'm spending some time on the posts to share tips/tricks/techniques that I am hoping can help other gamedevs too, here is a sample post: https://imphenzia.itch.io/thats-racing/devlog/36680/driver-navmeshagent-enter-ca..
Thanks for your consideration :)
Well, in this day and age I felt a bit reluctant about implementing it but I decided I can't let that be in the way. I guess you'll get minus points or get penalized if you bump someone and they'll always get up =)