I drove around for quite a bit while I got used to the controls then saw how far I could drive and fell through the map in the land of no rocks. The map is huge lol. The car controls like crazy but its kind of fun in a weird way. I yearn for times to race or other cars to beat. Great start, what are your plans for the game?
I always love seeing retro rally games, but I feel it also suffers from the common overly sensitive turn controls issue. It’s very easy to oversteer and hard to counter it without then overshooting in the other direction - some of this is the fun in these games, but too much and it just feels like you can’t have any real agency on your movement. Also, whenever you spin out and end up going backwards or so, it takes a couple seconds of holding forward until the car actually starts moving forward - this really feels like the wheels have lost all traction for a good bit there.
Very fun to drive around, feels VERY nice. Works really well with the controller. I like how the suspension looks, adds a nice little touch to the overall experience.
The car moves backwards at the very beginning, I'm assuming that's a bug with the "0 acceleration". Also bumping into trees feels like the car doesn't have that much weight.
Fun to just drive around, although can be pretty hard to control with the keyboard. The steering could probably use more "acceleration" on holding down a key but slower initially so its easier to do small changes. The car keeps slowly backing up on its own even when pressing no keys.
i`ll add custom tire characteristics for sure. trying to obsses about some perfect handling is probably pointless when people will want different things
Car controls nicely. Seems like the foundations are in place. I'd recommend a few tweaks. Maybe make the car cast a darker shadow, as it seems a bit too soft and not grounded. In fact, more shadows, dark areas and intense colours in the picture would be nice, as the current visuals are too washed out. The first time I pressed backspace to flip, I was teleported to a tiny floating island outside the map, which was weird. There's some mipmapping going on which causes these lines where the texture is and isn't blurred, which is quite offputting. I'd recommend removing any mipmapping altogether.
the mipmap is my custom shader thing that stacks textures... i`ll try smooth the transition as no mipmapping looks too noisy for distant geometry. the shadows also need some cascade blending... i can`t use aniso mipmaps because of the unfiltered low resolution look i was going for...
i supose i could bump the contrast a bit, but i think most indie games overdo it for outdoor scenes
For a prototype, this felt very polished, especially the car physics. Can we get an option to use WASD instead of the arrow keys? Felt awkward to use mouse to accel/reverse and arrow keys to steer.
the car feels a bit too fast at times, especially on a downward slope
if you add this to the bounciness of the chassis, you end up with a car that is hard to keep on the ground properly, and just tumbles all over the place
i personally enjoyed it more with the chassis bounce disabled, it felt more arcade-y, which from what i understand was the target of this build
btw playing with the mouse is fucking miserable. i don't know why anybody would ever want to. i tried it out for the novelty, but immediately went back to keyboard.
Tried to record myself playing, but I didn't make my voice loud enough so you might not be able to understand me. If you can't, I can quickly summarize my feedback in a comment. But good stuff man, I had fun!
thank you very much. voice is a bit low on the mix but i could still understand you 95 % of the time. video feedback is very appreciated
i think i killed the joy of sliding by adding too much lateral grip in an attempt to make it more easy....
funny that you think the car flyes off too easily since gravity is at 1.2X already ... maybe the chassi bounce or high speeds are too misleading. the track has a lot of sudden changes in height and the speeds are also very high. for reference, the velocimeter max out at 300 kmh
i`m thinking of adding different tires to allow for more slidy or grippy playstyles
Ha that sounds about right, it does feel really fast. If you even go over a small bump at 300kph, you're still going to get serious hang time where you won't have control while airborne.
Comments
I drove around for quite a bit while I got used to the controls then saw how far I could drive and fell through the map in the land of no rocks. The map is huge lol. The car controls like crazy but its kind of fun in a weird way. I yearn for times to race or other cars to beat. Great start, what are your plans for the game?
Bonus screenshot:
I always love seeing retro rally games, but I feel it also suffers from the common overly sensitive turn controls issue. It’s very easy to oversteer and hard to counter it without then overshooting in the other direction - some of this is the fun in these games, but too much and it just feels like you can’t have any real agency on your movement. Also, whenever you spin out and end up going backwards or so, it takes a couple seconds of holding forward until the car actually starts moving forward - this really feels like the wheels have lost all traction for a good bit there.
Very fun to drive around, feels VERY nice. Works really well with the controller. I like how the suspension looks, adds a nice little touch to the overall experience.
The car moves backwards at the very beginning, I'm assuming that's a bug with the "0 acceleration". Also bumping into trees feels like the car doesn't have that much weight.
Fun to just drive around, although can be pretty hard to control with the keyboard. The steering could probably use more "acceleration" on holding down a key but slower initially so its easier to do small changes. The car keeps slowly backing up on its own even when pressing no keys.
This is just mean:
I'm on Arch Linux. Game didn't go past Godot splash screen. I don't see any error messages.
it halts a little bit at the beginning, specially if your computer is slow. you sure it really got stuck?
Nice progress, it feels definetely more accessible than before
Make WASD the default instead of arrows
Hope you will add a garage with some tuning mechanics for suspension, tire grip, engine etc
i`ll add custom tire characteristics for sure. trying to obsses about some perfect handling is probably pointless when people will want different things
Car controls nicely. Seems like the foundations are in place. I'd recommend a few tweaks. Maybe make the car cast a darker shadow, as it seems a bit too soft and not grounded. In fact, more shadows, dark areas and intense colours in the picture would be nice, as the current visuals are too washed out. The first time I pressed backspace to flip, I was teleported to a tiny floating island outside the map, which was weird. There's some mipmapping going on which causes these lines where the texture is and isn't blurred, which is quite offputting. I'd recommend removing any mipmapping altogether.
the mipmap is my custom shader thing that stacks textures... i`ll try smooth the transition as no mipmapping looks too noisy for distant geometry. the shadows also need some cascade blending... i can`t use aniso mipmaps because of the unfiltered low resolution look i was going for...
i supose i could bump the contrast a bit, but i think most indie games overdo it for outdoor scenes
For a prototype, this felt very polished, especially the car physics. Can we get an option to use WASD instead of the arrow keys? Felt awkward to use mouse to accel/reverse and arrow keys to steer.
the car feels a bit too fast at times, especially on a downward slope
if you add this to the bounciness of the chassis, you end up with a car that is hard to keep on the ground properly, and just tumbles all over the place
i personally enjoyed it more with the chassis bounce disabled, it felt more arcade-y, which from what i understand was the target of this build
btw playing with the mouse is fucking miserable. i don't know why anybody would ever want to. i tried it out for the novelty, but immediately went back to keyboard.
>playing with mosue is miserable
indeed it is
https://drive.google.com/file/d/1q_7_utPHNAAbVhP-RdLx66yyRNwICVKR/view?usp=shari...
Tried to record myself playing, but I didn't make my voice loud enough so you might not be able to understand me. If you can't, I can quickly summarize my feedback in a comment. But good stuff man, I had fun!
thank you very much. voice is a bit low on the mix but i could still understand you 95 % of the time. video feedback is very appreciated
i think i killed the joy of sliding by adding too much lateral grip in an attempt to make it more easy....
funny that you think the car flyes off too easily since gravity is at 1.2X already ... maybe the chassi bounce or high speeds are too misleading. the track has a lot of sudden changes in height and the speeds are also very high. for reference, the velocimeter max out at 300 kmh
i`m thinking of adding different tires to allow for more slidy or grippy playstyles
Ha that sounds about right, it does feel really fast. If you even go over a small bump at 300kph, you're still going to get serious hang time where you won't have control while airborne.