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TunyZ32

4
Posts
A member registered 65 days ago

Recent community posts

(1 edit)

About my game... I want to keep it realistic when it comes to what I could be able to do, because I feel like I have too many ideas that I want to implement. As brief as possible, it'll have a story mode with 4 different "adventures" (so 4 different MCs), each one has a different theme, which are street racing, wangan racing, drifting and circuit racing. Each one will have it's own story and gameplay, also exclusive cars. I intend to try and transfer my cars from Automation to Unity, but I feel like that'll be very difficult and could be easier to make 3D models from scratch (but will be the same cars) since I intend to make this game run on anything whilst looking good. I forgot to mention, when it comes to physics, Project Gotham Racing 2 is my main source.

Once I get some progress to the point of being playable, I'll let you know!

Hi, SOW! Guess it's new update day, so new feedback it is!


As last time, I'll start with what's wrong... But honestly, I don't find anything notably wrong... besides that when hitting the wall, the car stops inmediately, which ruins the game's pace. The car's suspension feels funny and the blow-off valve still makes noise when you quickly tap the throttle (i.e., lacks the turbo lag delay), but other than that, based off what's to try, it's all good.


The pros are the physics improvement, congratulations, you're off a fantastic path, it feels so much better compared to last time, like day and night, first thing I tried was a reverse 360 to see how the car's weight reacted and it did felt like a car. And the new tacho looks very cool, I love it so much.


There was a very funny bug or oversight that I noticed, and is that if you pause the game, you can still use your weapons, which won't come into effect until you unpause, which has a pretty funny result against the A.I. cars.


But now that the base of the game feels better, I started wondering... What's exactly what you want to make? How's the progression gonna be? Are the weapons permanent or will it be more like Blur? Will cars have physical damage? Will all maps look the same?


I don't know what you're really trying to make, I know that you want the game to feel like MC and Blur, but that's only the gameplay, and since that's all the info I get, I can't provide much more feedback.


Will there be a story? Will it be as simple and linear as Blur? Will it just be as simple as picking a car, a track and off you go like an arcade game? You may have all of this already settled, and if you do, I'd love to know the answers!


But alright, SOW, I really want to congratulate you and applaud you, I admire the love that you're putting into the game. I am planning on making my own too, and once I do that, I'd love for you to try it out! Mind you, I'd have to learn Unity or something like that since all of the games I've made have been on Microsoft Visual Studio with Windows Forms and on HTML with CSS and JS.


Godpspeed :)

Thanks for the reply and consideration! I played on an Xbox gamepad. About the physics, you could add more gravity so that the cars glue to the ground.


When the next update drops, I'll give you some more feedback. Best of luck!

Hi, SoW. I tested your game for a few minutes to give you some feedback, you could take it or you could ignore it, do as you please.


I'll start with the negatives.


First of all, the elephant in the room to me are the physics... They are so, so bad BUT they have potential, you are getting there. Cars feel like weightless spheres, I don't feel any kind of connection with the car, I don't know what the car likes and what it doesn't, I don't know if there's brake to drift or if there isn't, if you hit a wall you either wallride it or you stop completely, and so on...


The map is functional, but is not adapted to the physics or the other way around, you should take NFSHP2010 or Burnout Paradise as the best examples to what you could do. 


The landscape is very weird, but it can be dismissed as it's a demo, not a final concept.


Finally, the sound design is passable, but tires should make noise for some feedback and the BoV sound shouldn't trigger everytime you leave the foot off the gas, you could at least add a sort of timer that requires the car to go full throttle for at least 0.25 or half a second for the BoV SFX to trigger.


The weapons are O.K., the purple bullets should decrease speed and not push me and then send me flying like a balloon. The aura ring thing that pushes the drivers is good, but maybe it slows me down too much, but you can keep it as is as I might be nit-picking too much.


The positives now.


I like where the art style is going, looks good and I get the vision.


The fendernet is fantastic, I love how quick it is and how easy it is to use.


The sense of speed is really good, a bit over the top but remember, that's just my opinion.


The UI is good, easy to read, although a map would be nice to have, and I'd maybe rearrange the UI elements, but that's just me.


Overall, you are doing well, keep it up! I couldn't test MP since I wasn't interested, but I bet MP is pretty fun. You should add some music next and transitions to races since it's a bit too dry to just start... and also camera rotation with the right stick would be nice.


Godspeed!