Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hello Sk1ds, great to hear back from you.

Actually, my name is Robert.

Only a few hours ago I was playing through your game taking notes.

There is a lot of work, but as I said you have a great start.
Most of it is graphics consistency, menu navigation and gameplay.
These are the elements I can take care of, I can create a wireframe of the navigation for you.

I just need to know the specs you require the assets in, we need to pick a pixel size for the assets
to keep everything consistent. I can look into this.

This way we can have the 16Bit Arcade look consistent.

I have started looking for a workflow to turn 3D models into pixel art, and I think it could work well.

Here are a few challenges for you to think about implementing.

- Branching paths
- Large Checkpoint Banners for each checkpoint
- Career Mode (race upgrade vehicle, unlock new vehicle which can also be unlocked for Arcade.
- Arcade Mode (race to unlock $ to upgrade career mode items. Completing races unlocks more girls as passengers and more music tracks)

I look forward to your email.

Best regards.

(2 edits) (+1)

Hello Robert,

My name is Yves by the way, but you probably knew already.

To answer your questions:

- I actually wanted to prove myself that I could make a racing game inspired by (Turbo) Outrun and Super Hang-On. But because I'm not an artist, I simply wanted to use those games' sprites as placeholders, until someone would make custom sprites for me. Oh, and I wanted to create a game that I would enjoy. Something with an in-depth damage system and a realistic handling model, without the grinding of Super Hang-On's original mode on the Genesis.

Once finished, I indeed wanted to sell it on Steam, but with a different name. However, if I could pitch it to Sega, why not. As long as it's still my little project. I'm just a one man's team with hardly any programming skills and I have to keep my guards so the project wouldn't become too big.

- About the pixel size: I like the esthetics of 80's Overdrive. Perhaps we can use that game as a reference?

- The large checkpoint banners are certainly possible.

- I'm working on the branching road already. At this stage it's possible to split the road in 2, but both sides still follow the same corners. That's the next challenge, after I can change the height of both sides independently.

- Career and arcade modes: I like the idea of having these two modes, although it will be quite a bit of work to separate these two modes. Perhaps the arcade mode can have the branching paths? For the career mode: instead of using currency, I prefer the idea of doing the repairs/upgrades within a time limit. I would also like to give the player the choice between a male and a female driver.

I'm looking forward to seeing some images of a pixelated 3d model!

Best regards.