We back! Quiet 2 months whilst I was optimising 3D models. Taking it slow just now refining some systems.
Added air flow trails to let the player know they're at a speed that is outrunning the objective.
#screenshotsaturday#indiedev#indiegame#gamedev#gamedesign#lowpoly
After some much needed time off, back on the #indiedev grind. Taken some time to relax and blast through the traffic irl, for research.
The #gamedev journey resumes today.
First, I've added a small system that allows the car to self right. Only under minor circumstances in an organic way.
Wanted to highlight the starter car this week. Slowest to accelerate but handles well.
#screenshotsaturday#indiedev#indiegame#gamedev#gamedesign#lowpoly
@ISamOmega Imagine surfing. But instead of a board, you're in a car. And instead of an ocean you're on a highway. And instead of a wave ... oh wait ... no there actually is a wave.
First, I've added a small system that allows the car to self right. Only under minor circumstances in an organic way.
Wanted to highlight the starter car this week. Slowest to accelerate but handles well.
#screenshotsaturday#indiedev#indiegame#gamedev#gamedesign#lowpoly
First, I've added a small system that allows the car to self right. Only under minor circumstances in an organic way.
Wanted to highlight the starter car this week. Slowest to accelerate but handles well.
#screenshotsaturday#indiedev#indiegame#gamedev#gamedesign#lowpoly
Quick clip testing acceleration (0-60 6ish secs). Added more Nos for a double shot in most cases.
Stable under braking, faster classes can kick out a little due to lighter vehicle weights. All cars will give you at least one or two chances to recover.
Next, total focus on UI.
Definite potential to frustrate still. But I'm changing my perspective as development time creeps on and hopefully that means it will become more fun for the player.
Here, if the self righting mechanics don't do enough (I don't want it to be obvious), you can do it yourself.