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Hello Yves,  yes I understand your challenges but good to hear you wish to try something while improving your skillset.

Unity is licensed, while Unreal is free until you publish, we need to compare the pros and cons of them in terms of cost when publishing.
Both can export to all consoles, pc etc.

Take a look at the following games and get some ideas.

Horizon Chase Turbo = Very Lotus Esprit Turbo and Outrun 
Crusin Blast = This is crazy pure nitro high speed
Hotshot Racing = Similar to Horizon Chase Turbo
Pure Chase 80's = This is a high-speed ride with more reaction than skill
80's Overdrive = Outrun this is 100% like Outrun

I think you need to figure out the branching paths and add 3D vehicles which fit in well with the road,
Perhaps make the road and ground 3D too? You can even have a mix of 3D and 2D if it works well.
We can take vehicle models and turn them low/lower poly 1/3 or 1/2. to give it a look.
This is something we would need to work on to get the look down and then start creating the elements.

How can we make it different?

Do you wish to keep the Authentic Outrun feel reproduced or go a little more exteme like Cruisin Blast?
I feel we should stick close to the Authentic Outrun feel with a few new elements which work well with it.
As the player reaches the finish line it could unlock items such as a radar detector, CB radio, and radar jammer.
Police could will be waiting on the side of the road so drive past slowly when you hear the alarm to avoid them.
This would add another element that still keeps it within outrun I feel.
We could add railway crossings, you need to beat the train to the crossing.

We could make each section a different country look, major landmarks and seasons, Japan blossoms.
France in Summer Eifel Tower, Moroco in Summer, Austria green grass blue skies and the alps.
Once we have the assets for one track figured out we can copy-paste it and replace the assets with grey numbered boxes
as placeholders for each track so as the artwork is complete you just need to replace the artwork pack.
This way you can continue testing the new tracks and make any changes until the artwork is ready to be replaced.
This ensures accuracy and speed in assembling this, you need to be able to add or remove any track section and move it around
in any order, look at how you have it set up you need to have this modular to give us the flexibility and not re-work everything.
Are you using a sprite sheet? This way each track asset can be placed on one .png otherwise with 3D you need separate elements
for each track section asset and be consistently named and numbered for instance France Summer Cloud Small = FR-S_Cloud_S.png

When this is presentable with a good menu and one or two working tracks, music and sound fx we could start pitching the game 
to Lamborghini, publishers or even Kickstarter (after we figure out how much time and money it will take to complete.)

We would also require a contract to protect us both, too many projects and friendships turned sour because there was no contract.
Right now we would be putting in our time and effort and treating it like a hobby, but as we draw closer to pitching it and especially
releasing it we need a bank account set up in which all earnings enter and then automatically deposit the agreed % into your account and mine.

I have some handwritten notes which I need to type out, I also collected some royalty-free music which I think will really work well.
The artist of which can be contacted to request to do something similar to Outrun but that would be extra money.

I think the two of us could pull it off, if you focus on the game elements and putting it all together, I can focus on graphics, music, sound and UI

Looking forward to developing something great with you.

Hello Robert,

It took a while to respond. It's been a busy week and I needed some time to think about answers, while working late on the branching road.

- Unity vs Unreal: I've chosen Unity for its accessability/low learning curve. It takes some time for me to get familiar with a new platform. It even took me years to get to the point where I am now, and it's probably going to take me quite some time (months?) to just refactor everything to Unreal. If I know myself, I'm probably going to abandon the project if I try this, like I did with my other projects that grew over my head in the past.

- I'm a really big fan of the esthetics of 80's Overdrive. Bright and colorful, all sprite based, looks like Outrun, ... There's another game on Itch.io (Max Downforce) that uses 3d car models. It works for a still image, but in motion it doesn't click with me. I like the choppy animation of the sprites when you see an AI car going around a corner, although it's a lot more cumbersome to program. (But I already did the programming, so meh.) But I like the idea of using 3d models and make images in different angles of them.

Police and radar: yes, I've been thinking about that for quite some time. The police shouldn't be too annoying, but annoying enough to motivate you to get the radar stuff. Perhaps the radar stuff can be upgrades in my current parts system. 

Then, what should be the speed limit? It shouldn't be too low, because that's the speed traffic should drive. The lower, the more difficult the game will be. I've been experimenting with a speed limit and a limit between 220 and 260 kph works well (which is absurd in reality ofcourse.) This speed limit will probably stay in my next update.

I also want the police to chase your opponent if he's ahead of you, to make things fair, giving the winning driver a disadvantage, just like in Test Drive 2: the Duel.

- Railway crossings: cool idea!

- Countries, landmarks and seasons: sounds great! It sounds a bit like Outrunners.

- About the gray boxes/placeholders: it depends on the objects. Perhaps some combinations and patterns work better than other's, but my system is pretty modular. It's always possible to move objects.

- Speaking of modularity: each corner and each hill is created by a single line of code that's easily edited, or moved. One disadvantage: you have to restart the game each time you make a change to see the result. But perhaps I can make a track editor.

- Sprites and sprite sheets: at this point every object has its own sprite, but putting them all in a single sheet per country for example shouldn't be much of a problem. Right now the naming is like O_tree, where O stands for Outrun, TO for Turbo Outrun CSM for custom and so on...

- Publishers, Kickstarter, ...: OK, as long as the code is pretty much finished, or at least in a state that there aren't any programming challenges any more.

- Good idea about a contract and bank account!

- About the royalty free music: good idea, but I'm going to make it in a way that the music is easily replaceable by the user.

Meanwhile I'm going to continue working on the branching road!

Sorry for the delay, I saw your post and started writing and I was almost done then left it and shut down my computer.
The next day I realised I lost it all and was too busy to type it out again.

Anyhow that's ok Unity will be more than enough to do the job.
I thought you would like 80's Overdrive, Yes Max Downforce runs really smooth and has 100% the pixel look.

I have some inspirational music for you to listen to play the game and listen to the tracks.
I have set up a Dropbox send me an email and I will send you the link, so you can download and listen to them.

Yes, the sprite sheet per track sounds great this way we can ensure to apply a consistent look and again keep everything modular.

I think we should start setting goals on things to do, and meet up in 4 weeks.

For yourself, I would suggest

- Create the track editor, this enables us both to design them
- Work on the branching tracks
- Implement the large checkpoint banners for every checkpoint
- Add the large Goal banner with the crowd in the background

I will look at the following

- Develop UI wireframe
- Find more suitable fonts
- Create consistent menus
- Create in-game elements gauges, score, etc
- Obtain low poly 3D vehicles, I think we may be able to apply a pixel look or voxels.

I have also created a spreadsheet where I placed all the tasks, we can give the cell a green fill when complete.
This is in the Dropbox. robert.moyses@bizarrecreative.com

This should be enough for us to work on over the next 4 weeks, let me know what you think.

We can make it at the beginning or end of the month to make it a regular thing.
You do not have to have it complete but you are working on those things. 

Best regards.

Hello Robert,

I'll try to answer within a few days. I'm having a bit of a rough time since my oldest aunt is about to pass away and another one is fighting lung cancer.

Nonetheless I'm still working on the game, albeit at a slower pace. The large checkpoint  banners are now in place for instance.

Hello, focus on your Family FIRST.

Don't worry about this project, come back when you are ready.

All the best to you and your family.