Thank you for the kind words! :)
I'm in the same situation. If I had the time I'd develop a second version of this game. I'll let you know if I find the time to do so.
Cheers!
Thank you! :)
You can start learning simulation either by using physics engines or by developing your own physics engine. If you use a physics engine such as https://projectchrono.org/ you can customize it to get the best gameplay for your taste. If you develop your own physics engine you will need to invest more time but you have more control on every bit therefore you might get better results. For Infinite Overtake I developed a specific engine.
If you are familier with programming and physics you can learn it. You can even ask AI systems such as chatgpt or gemini or such to teach you step by step. Once you develop a simulation base the most fun part starts which is customizing parameters to obtain a game that suits your taste.
For me the most important thing in Infinite Overtake was to obtain a system which would respond to keyboard control in a way that the car would obey the driver's intentions. I customized quite a bit of detail of the forces on suspensions, tires, torso and every other part of the car and the game turned out to be fine.
You may also need to add some smart input controls. For example in Infinite Overtake, the driving wheel is assisted by the system to stabilize fish tailing. Also as the car gets faster spoilers respond dynamically. There are countless ideas used to make the game playable. When you start testing your game (if you develop one) you will see that many ideas pop in your mind to customize it for a better gameplay experience.
I hope these were helpful.
You can redefine force of gravity as you wish. The UI provides a drag drop code section where you can design your next law of physics.
Force of Gravity (the first episode of the Science Puzzle series I am planning) is actually a simulation in the form of a puzzle.
To solve the puzzle, your solution must match the observations on Earth and Mars.
Well, if you are free spirited, why care about reality? Just go to the arbitrary planet and blow it up with your physics understanding.
Good luck!
I can implement the player stats and other ideas in the next version which would be great! Thank you for your ideas again.
In GS1, controls were easier. There was automatic direction help and turning off the help was an option. In the new game as you mentioned D key (for dribble) and space key (for changing the foot you use hence the curvature) were the major additions. The controls are more difficult now but the variety of moves you can do became much more and more sophisticated so I decided to keep this manual style. Maybe in the next version I can add an easy mode as an option but I really want people to discover what they can do with the current version.
I always had South American football in my mind while making this game. I wanted it to be aesthetic and skillful. That's why the default teams are Brazil and Argentina :) All the best to you!
Hi thijsun123! I fixed the domain name. You can play the full version here:
https://dragonom.tech/SmoothSub/login.php
There, you can play campaigns and get listed in the top points. A campaign might take several hours therefore the server saves your data after each mission so that you can continue later.
Cheers! :)
Thank you for your comment!
The game gets better when you get used to the controls. I recommend the Race mode (press M or press the button at the bottom right which says "Sport") for fast drivers because in the Race mode the driving wheel becomes more sensitive. It will be more challenging but the car will respond quicker to your inputs.