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(7 edits) (+1)

A few suggestions

  1.   Make it so that the mountains (the green ones at the edges of the track) are harder to bug through. Right now, they are extremely simple to bug through. One jump and i go inside the mountain. It is also very hard to bug out (apparently some people like this, and i have also been aware that there is a speedrun category on this,  so removing it will be sad for some people, so maybe just the ability to toggle between hard mountains, i.e. make it harder to glitch thorough and soft mountains, i.e. the chance to glitch through is the same as it is right now)
  2.  It would be nice to have more surfaces, like the green grass we have right now, it behaves the same as tech. A new physics change for that would be nice (although it might break some maps)
  3. If possible, a community tracks section should be added, where tracks can be published, like an in-game library of tracks. Tracks can be pubished by pasting the export code inside the community tracks section and people can browse which tracks they want to play, like tmx. It would make the game more fun as if you dont have a track to play and dont want to hunt any of the other tracks, it gets boring.
  4.  There should be a feature where you can go to the last page of the leaderboard (so then i can see how long ppl took to finish the track) but since polytrack has leaderboard pages past the last record, it shld somehow default to the page of the last record. I have no idea on how it would be possible to implement this but it might be similiar to how the button where you can go to the page of your record works.
  5.  Respawnable checkpoints. I dont think flying respawns will be easy to implement so an easier way is to follow tmnf and make the car respawn at the checkpoint position with zero speed. I dont know much about game development but i do know that this might be a bit easier than most other things in the game
  6. I was reading previous posts and from a post a year ago, we need airbrake. The car physics right now make the car rotate a lot in the air, and an airbrake will solve that. I would see implementing airbrake as getting the rotation of the car and setting it to zero, though i dont rlly know how that would be possible. Also, from the last time i played this game (when Waseem held many wr and track 1 wr) the new physics change makes the car tilt forwards much more, most notably seen in track 4 at the big jump. (I also wanted to say that this is when i realised that the car's acceleration slowed down/ the brake got stronger). This makes it so that the airbrake becomes a bit more important. This also occurs in track one, causing a large amount of speedloss. Atleast for track 4, we can slow down, but for track one, slowing down isn't much of an option, but rather get a side-tilt (low jump) to make sure the car doesent rotate too much forwards. 
  7. Like the import tracks feature, it would be nice to have a import items feature so that you can import scenery made by others, which would automatically need a item editor. This would be a huge change so I dont think it might come out soon, but maybe on your to-do?
  8. For downward facing roads, like the road thats just after the start on track 9, can you make it more smoother because of the irregular bumps, the car's acceleration is slowed there, but turning at a very specific angle increases the car's acceleration (im not sure whether the physics update changed anything but it seems that turning slower or smth). Basically, is it possible to make it smoother, or keep the bumps to preserve how some tracks are played/ some records. (I hope you understood what i said)
  9. Have you considered volunteers that might wanna help you update the game? It would lower some stress off of you and we can also have a bit more frequential updates. This is entirely up to you. I also dont want you to pay people money to help you the game as i dont think polytrack makes much revenue for you to hire people, but like just volunteers who would want to help you with the game
  10. Turning while holding brake reduces speed less than just holding brake. This dosent make sense, since steering should also reduce the speed. It isn't a huge problem (i think) but i thought i just wanted to mention it.

(I've edited this way too much)

P.S. when is the date for then next update set to be released?

hi, regarding the item 10, when you hold brake and turn, you start drifting and that means you get less grip meaning you slow down less

  1. The current mountains will probably be removed at some point, and replaced with another mountain system. The easiest solution would be to make it impossible to reach the mountains.
  2. Yes! I want to change the physics when driving on grass at some point!
  3. Some featured community tracks will be bundled with version 0.5.0. In the future I want to have a more dynamic track sharing system like you describe!
  4. I don't think going to the last page of the leaderboard is very useful, since almost all the runs there are fake.
  5. I'm working on respawnable checkpoints!
  6. An airbrake is coming! I've already implemented this for 0.5.0.
  7. Being able to import track parts would be interesting. I guess this would be some sort of official modding system. This isn't planned anytime soon though!
  8. The problem here isn't actually the bumpy surface, but the suspension of the car being too hard causing the car to lose grip. The problem is that the suspension needs to be hard enough to be able to handle the loops and jumps too. I don't have a solution for this problem currently.
  9. In the future, I would like the game to be open source, but managing something like that would also be quite a bit of work.
  10. I think this is because you lose a bit of grip while turning.