Iโve always hated how hard it is to tell when your wheels lock up without ABS in racing games.
My solution: an optional 3D UI indicator for front-wheel lockup while braking, paired with max controller vibration.
Current iteration of the Garage/Tuning menu where you can swap parts of your car and even whole units (yes you can put 700 HP monster engines on compact cars).
I'm finishing up the trailer and then the Steam page will go live, so stay tuned in the next days ๐
@ArtistModro I'm working hard to prepare art material (screenshots, trailer) to publish the Steam page!
Next goals: a playable demo for Steam Racing Fest (Apr 12โ19, 2027), with an optimistic target release around late 2027/early 2028 (but more likely later since I'm solo dev-ing currently).
@mimichniewski It can definitely be, but in my experience sometimes it's hard to realize when that happens, especially if you're like very close to opponents, that's why I wanted to add something that makes it very clear to the player what happens
Iโve always hated how hard it is to tell when your wheels lock up without ABS in racing games.
My solution: an optional 3D UI indicator for front-wheel lockup while braking, paired with max controller vibration.
@Atoo07 agreed on a little icon rather than a large text, I'll definitely experiment with that. I also use controller vibration on top of this too (the highest vibration power I added in the game so far actually) because I think it's one of the most important feedback a driver can have
@Evano_EAB abs warning on UI is totally valid. But here it is used when a car does not have an ABS (and my game focuses on 80s/90s cars, so a lot of them, especially "low tier", don't have them). I wanted to communicate to the player when wheels lock anyway, so I adopted this solution
I might revisit this with a drawn icon rather than a text later down development, but for now I think it's a big improvement in understanding how the car is behaving
Testing some stylization to give plain colored cars some texture.
I also added some hopefully cool looking rare liveries to find and unlock, some referencing historic and iconic designs.
Both pictures taken with the newly added photo mode
@BungleDungle_YT I get what you mean. NFS Unbound art style was very polarizing, but I enjoyed it a lot, so I based some of my early VFX effects on that. If I go for the art style on the right (which seems to be the preferred one so far by the feedback I got) I'll definitely lean more into that.
Which art style would you choose for a racing RPG?
Iโm experimenting with the environmentโs look:
Retro-realistic vs Cel-shaded
Both clips show the same drive with the same lighting. Would love some feedback!
#gamedev#indiedev
2am on a mountain pass in Liguria, Italy, 1999.
Nobody is up here except the ones who cannot sleep either.
Ghosts of the Mountain Pass, a racing RPG inspired by Racing Lagoon about night duels.