I hope/think most people are just not dicks, and if they like it they will pay for the game :)
properlydecent
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By the way, you bought it just too early for my sale, so here's a free key for my other game to make up for that unlucky timing :) https://properlydecent.itch.io/buggy-game/download/_RdUVmvkLaztVOvh7Wlr5A7ZOr56z...
It's understandable you mistook the AI for all having the same setup; the AI basically calculates an "ideal racing line" first (actually it's a mixture of 2 racing lines, dependent per driver, to give them some character), and then it tries to follow that line as best as possible. However, these lines are not dependent on car setup, so that's why you didn't notice! Making them different per setup would actually be faster @ optimized for the setup, but that was just a bit too complicated for me :)
If the game were to ever become popular, I would definitely fix bugs like the wall bug, but alas, it's not to be! (well I mean, it could still happen, but it's unlikely I think). It's nice of you to consider the possibility of the game becoming popular though!
Thanks again and hopefully you'll like my future projects too! Cheers :)
Oh wow! Thanks so much for reviewing my game! And it's positive, too :D I appreciate it :))
About the time trial records; I think what I may have failed to communicate in the game, is that the different car setups are supposed to be well-balanced, as in; despite each having up- and downsides, they should be similarly fast overall. So basically, you are 'allowed' to use any setup on a time trial run, and it should be generally as challenging as any other. Of course in reality, some cars are better at some biomes, so you still have a point, but that was the reason for that choice :) (all the AI drivers in normal races are actually each using a different car setup! which is why Keanu spins out a lot haha, the AI doesn't work well for his setup (I think it's the second front wheel drive setup in his case))
I'm sorry you hate the wall bug; it's a bug I've known about, yet I kept in for people to discover because I thought it was funny. It's kinda up to the player if they want to cheat. I understand that you (and others) don't like that, though, I'm sorry! It's kinda like an easter egg for me. (it originates from only the inside wall hexagons pieces having collision detection for performance reasons)
You're right about the Mazdo; it used to be like that, but the setup kinda changed over time and I should have updated the description!
Your ideas for expanding on the game are really good. I like the ideas of having multiple biomes in one race, and having some tracks where you can actually fall off. Unfortunately, I have 2 problems; I'm already working on new projects, and since Buggy Game didn't sell well at all, I don't really have the luxury of putting too much more time into it. Maybe when I manage to make a small hit at some point, I can spend more time to expand on projects like this one!
Anyway, thanks again for your kind review, I appreciate it a lot!
Hi Infernal! Sorry for the late reply. Great to hear you enjoy/enjoyed the game! An elimination mode is a fun idea, I'll add it to the pool of ideas. Can't promise anything though, as I mostly just do service updates now with small patches, but who knows. About a splitscreen mode; I've been thinking about that myself from the start, but the problem is screen space. Because it's top-down, you really need all the visibility you can get to see upcoming corners. So a splitscreen mode would have to be horizontal, but then it becomes a problem when the road goes a bit too diagonal. I do have a 3D 'spiritual successor' to this game in the works though, and because it's 3D, I can add a splitscreen mode there. But that's the farther future :) Cheers!
I'm happy it helped you! I do find it hard to understand what exactly you want me to explain more about, and also text is a crappy medium to explain things that should be explained visually :( I'll try..
The formation rectangle is more of a result, than an actual 'object'. For example, the striker might be at coords (1, 0) in the formation setup: the most forward position, and in the middle. But during a match, they're only there while their team is attacking, and the ball is close to the opponent goal. While defending, this player might end up at (-0.5, 0) - halfway it's own half (but still the most forward of their team).
So, the original formation might have players positioned from (-1, -1) to (1, 1), but during a game, this rectangle is compressed. For example at the start of a match, both teams are on their own halves, so the players of team 1 would be between (-1, -1) to (1, 0), which you could visually see as the formation rectangle being compressed in the 'depth' axis. then as the ball moves forward, this rectangle moves up.
Again, this is not an actual rectangle, but just a result of the player's positions moving up and down with the action, while still retaining the formation's 'form'.
I hope this helps.. (but it could also be that you already understand this, but have a problem with translating this to actual code/math?)
Thanks mate, I appreciate that! :))
I do most things in code, I rarely use the Unity editor. So in this case, the formations are arrays of structs, that have a coordinate in them, as well as the player role per entry, etc. Then on starting a match, I Instantiate() objects on those positions.
So I'm not sure if that's very helpful for you if you work in a different way! I come from a background where there wasn't a thing like an editor, so I still do most things in code lol, but that's maybe not the best idea for most people so not sure if that helps!
Thank you so much! I'm using Unity.
It's kinda hard to explain all the details of the possession and the dribbles! I did write an (unfinished) document with various details if you're interested http://properlydecent.com/blog/soccer_game_development_concepts I hope it can be of use for you :)
I'm not working on this game anymore (sorry!), as I'm busy now with a follow up game that has a league mode with player transfers and such!
I found your football game on Steam, looks so cute! Good luck with development :)
Thanks man! I have been thinking a lot about sharing the knowledge I gained over the years, but I find it really hard, I'm not a teacher type at all. I've tried some blog posts in the past but I really hate writing them lol. I hope someday I can force myself to document some stuff.
Either way I appreciate your kind words <3
Wow, I'm really impressed. Almost perfect for my taste.
If I had to change anything I would like a little more oversteer, and same for brake balance, as in that braking and steering makes the car slide a little. This is not really a problem since the handbrake can force the car into a slide anyway, but I prefer the normal steering/braking to do that a bit more already, too.
That's just nitpicking about my taste though. All in all, I would love to see a finished game with these graphics and these driving physics/feel. So please keep up the good work!
hiya, thanks!
the way I do dribbling is:
when player is not touching ball, walk into direction where ball is (actually, prediction of future ball position)
when player is touching ball, set ball velocity to be a combination of the player movement direction, and the direction of input/stick (these are not always the same if your player has momentum/sluggishness, after all)
I hope this helps?
I really like the concept, but I have problems with the execution.
The steering system is great, but you can't see forward very far, so it's random whether you'll hit something. That's my biggest issue.
The rhythm element could also be a bit better, maybe allow for some margin, and then have the biggest acceleration when you press at the right time, and a medium acceleration when you press it *almost* right.
Also, for some reason, the game gets choppy, not sure if that's just me?
Either way I think this has potential if the issues are addressed, and could be a very addictive game!
A great effort for a 3 day project! Things get pretty frantic, but I managed to stop the team from scoring.
A few criticism: it took me a while to understand that low score == good, maybe it could have said; opponent score:, or have a score counter for yourself for every time you 'out' a runner. Also, when you 'win', there's not message that you won, so that's a bit of an anticlimax :P