While I can add that, this is just meant as a sample project to showcase the Sprite3D renderer in action.
Any actual implementation of controller support I would make would at best be on par with you just remapping your keyboard/mouse to a controller using a software like ReWasd or Joy2Key as I wouldn't implement features like soft-aim/auto-aim and the like.
MarcWerk
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Again thank you very much !
Hand-building the lane-change would probably have worked better, didn't even think of that. But i think it would have taken more time. Currently the car is moved along as if pulled by an invisible rope. That is also what causes the fishtailing, when the car tries to realign with the lane its driving in.
Yeah i went with the immersion argument :) that is also why the canisters are so hard to see, which i agree might be the biggest flaw with my game. I really struggled to find a way to make them more visible without breaking the aesthetic.
The middle-ground you are talking about i had planned as a particle system that sped up with the car, simulating speed lines in a camera. Didn't have time for that either though - I couldn't get the acceleration and especially the deceleration to function as i intended and spend way to much time trying to fix that.
I had plans for road-turns and more car types, but had to scrap that too :P
Thanks for the very kind words !
Yes tweaking was very difficult to get right and as you pointed out i didn't really succeed there. The fishtailing was way worse up until 2 hours before finish :P
I was torn on whether to add a speedometer or not. I ultimately decided against it. That might have been the wrong choice.
The car only reacts to clicking canisters, clicking on the road does nothing.