samurai-spark 2017-04-30 13:58
Nicely done game!
The hardest part is to control the physics to really do what you want :laughing: But I like that. :) The art is decent and I had a lot of fun.
Good entry!
Foon → Ludum Dare Explorer → LD38 → Toy Time Turbo
By badram
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 412 | 2.95 | 26 | |
| Fun | 348 | 2.95 | 25 | |
| Innovation | 491 | 2.31 | 24 | |
| Theme | 239 | 3.47 | 25 | |
| Graphics | 333 | 3.00 | 24 | |
| Audio | 2 | |||
| Humor | 1 | |||
| Mood | 2.50 | 4 |
Nicely done game!
The hardest part is to control the physics to really do what you want :laughing: But I like that. :) The art is decent and I had a lot of fun.
Good entry!
This was pretty cool! The controls are **really** frustrating, because they feel so slippery. (Maybe just the keyboard version?)
@samurai-spark @undefinist controls are definitely difficult to get used to, as I didnt implement the various levels of abstraction most racing games have in their controls. if you start to lose control, try to keep the front wheels pointed forwards. I didn't do much keyboard testing, so the controls are somewhat lacking there.
This was quite a bit of fun. I really like the idea of racing around a bedroom. Physics can be rough, so I understand the issues had with control. Keep up the good work!
Mad props for taking on a fully 3D racing game. However, it would have been great if time had permitted a bit more "gamification". This definitely feels quite "tech demo-ey" among the submissions I've played. That said, I do like the Toy Story-esque bedroom!
Not too bad, though it was tough to keep control on the track- I kept sliding around (got 2:40 on the first track :c)! Aside from that, great work on creating three tracks and a local leaderboard in 48hrs!
Control feels really floaty, I know it's a toy but kept spinning out even on straights. That being said, a racing game is a fun departure to the norms of LD.
The controls are extremely loose, although I think I would've gotten into drifting with the loose controls, if tapping the wall didn't result in a complete spinout. Fun idea though!
Great that you got a few tracks in on a 3D racing game. Other than the controls that some people mentioned, I think the camera was a bit unstable, made me a little sick after playing two tracks. I like the handpainted aesthetic though!
@badram
Good fun, i didn't mind the slippery feel of the cars, felt like maybe exaggerated daytona mechanics. Camera control with the right stick would be nice but not essential. Nice setting too, would have loved a chasm jump :b
Keyboard makes it feel slippery for sure, but then again, I always spun out of RC cars as a kid so you could argue that it's actually really accurate.
Man does it feel good to successfully powerslide through a corner! I kept crashing though because I was looking at the backgrounds. It was extra cool when I realized I was racing under a bed (or a table? A bed I think!) and such. Gives a great sense of scale.
I thought this was quite fun!
This game is fantastic. It's amazing to see what you've managed to do in such a short period of time. The control's are bit iffy but then again...This game is fantastic.period.
First of all great game. you definitely nailed car physics 100x better than my game. For verification, here are my times:
first: 02:12:64
second: 02:21:66
third: 02:39:55
I'll probably take a look through your source files after and see how you configured your wheel colliders to get them to behave correctly. I had a heck of a time getting them to even resemble a working car so what you have here is amazing in my eyes. As for theme, I think you nailed it. Just a toy car on a track minding his own, such a fun game. Some tunes and sound effects would bring it up another notch but it is what it is, you can only do so much in the allotted time. Good job overall.
Possible bug: I noticed several times (after my several crashes) that trying to turn right while reversing simply wasn't happening often times.
Edit: Checking out your source files now. Your "wheelHit" script is missing from the repository but referenced in your anti-roll bar script.
I like the idea. But I'm not sure if I like the physics and the controls. They are a bit too floaty/loose for my taste. It's a bit too easy for the car to spin out. Also I did fall off the track multiple times (track 2 does not like me).
But I still had fun while playing it. Even if the controls are that lose, it still feels good to keep the car under your control and it was fun trying to drift around the corners. Nicely done! :D
@oxrock wheelHit is a unity class, so it's not missing. sorry for the mess :slight_smile:
probably the most important thing I did to let the car go fast was moving the center of mass as far down as I could reasonably get it. it's practically in line with the wheels.
The 3D is great for a compo game and even if the car controls are quite floaty like someone else said they work well and the camera is fine too even when the car turn around so really great job.
My main complaint is the fact that whenever you touch the border even at a very low speed the car does a 180° and basically destroy your chance to make a good score (so I won't share my terrible score). But I guess this is the difficuty of this game.
It took me a while to realize that the number in the middle is the speed.
Your game brought back some Micro Machine memories. ♥
The main issues I had: * floaty controls need some fine tuning * friction of the walls is too high, makes you spin on every contact * at higher speeds the car seems to jump/rubberband. That's caused by physics happening in FixedUpdate in Unity. Interpolation, Camera Logic in Lateupdate and script execution order fix that easily.
Hey, another racing game, we had the same idea :) Its really tough to make good car physics in such a short time though, it requires a lot of testing and fine tuning. You went for more realistic car physics than I did, and you got pretty close. The main issue is how the car spins around so fast if you try to make a hard turn at higher speeds, which might be realistic, but not terribly fun.
The car model looks cool, and I like the hand draw wall textures.
I attempted both keyboard and controller, I wouldnt say there is a huge difference, its slightly better to steer with controller, but it still has the issue with hard turns. On my controller it was right stick to accel/brake though, which was a bit awkward. I'd recommend to only use LS and the 4 buttons if you can, since they tend to be mapped to the same axis for all controllers.
Overall the game was fun, as other people have said the controls left a little bit to be desired but implementing a car controller is much harder than a FPS controller. I liked the different levels and the idea.
I may have tried to jump off the track at one point... unsuccessfully :(
As a late commenter, most of what I had in mind has already been said. All in all, a nice effort! With a bit tighter controls and audio this could be a very nice racing game :)
Really smooth tracks, and loved the crashes! Even managed to jump outside the track once :D
The track design is overall pretty good, and the graphics is simple and fun. The game is okay, but I would really like to see a more polished version of the game.
hey nice job! im really impressed that you were able to create this game for the compo! the concept was great and you executed well. the controls are tough, but its definitely possible to get used to them. one issue i had with this game is that anytime you touch the wall you go completely sideways or backwards. maybe this was an intentional decision to encourage the player to have a flawless run, but there were times when i felt that bumping the wall shouldnt turn the vehicle all the way backwards, especially at very low speeds. overall i enjoyed playing, good work!