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Pitch shifting is super easy to implement, lightweight, and it sounds very well when done correctly. I see you improved it a lot already, well done! I love it :) With enough samples and good transitions of pitch/volume you can go really deep as you can see.

About the game speed it is a tough question. It really depends on the feel you want to give to your game. As long as it's consistent it should be fine. It also depends if you want to make the game for casual players (probably more audience) or if you want to make it more of a simulation (less audience, but is it really about the numbers?).

Maybe a good "in between" would be to just make two vehicules, one that has to play more with the drifts but is faster, and the other that is easier to control but has a lower max speed. In that way you can play with both styles and the game is still balanced. It's nothing new, kind of unoriginal, but that's also because it just works.

Thanks. Yes Pitch shifting is easiest and I'm actually using only one loop rather than crossfading (although that is how I would normally go about it). Recording the engine-under-load loops is a bit of a pain if you want to do the full deal as you need to have the car seamlessly looping at top rev for 5-10 seconds without moving too fast to introduce too much wind noise. When I did my recordings I had to keep it in first gear, apply brakes, find a quiet road that sloped upwards and I tried to keep the rev steady at 6000+ RPM. That's the beauty with the acceleration ramp recordings - they are much easier to obtain and I think the size is smaller which is a bonus. But regardless, with it being an arcade-like looking game I would probably lean towards using the single loop (as in the video showing the time scale) to match the low-poly look of the game.

Yes, the game speed is tricky. I will simply have to play test and gather feedback and determine to go for sim-speed, fast-speed, or cater for both groups of players. I hate choices yet I always end up having to make them somehow :)

I plan to add support to extend with as many vehicles as possible. I will make them as downloadable asset bundles so a car will come with its unique model, sound effects, handling, and part upgrades. I plan to allow the upgrade of the car so people that prefer grip over drift can simply invest in grip-increasing upgrades whereas those that prefer styling or performance upgrades can choose that. I think I will base match making based on how upgraded a car is so if you have a low end car with a massive turbo you will get matched with cars that have a much higher spec originally. I think that way it would look more fun too with different car models and everyone can race their favorites.

Thanks for your feedback, it's very valuable to me!