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Uber-Heck
Uber-Heck
By rubixnoob13 and annearkey
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1177 | 2.69 | 23 | |
| Fun | 1170 | 2.50 | 23 | |
| Innovation | 1204 | 2.23 | 23 | |
| Theme | 581 | 3.92 | 23 | |
| Humor | 930 | 2.45 | 23 | |
| Mood | 1150 | 2.50 | 23 | |
Comments
wadlo
2023-05-03 00:07
Wow, I love the car movement and the general style of the game. Your idea is really unique. "Uber Driver in heck" made me chuckle. Some feedback: The UI doesn't match the rest of the game. I actually really like the atmosphere of the game and the orange color palette. If the UI matched that palette, I think the game would come together even more.
I like the overall idea and the attention to detail with the mechanics (needing to refuel, being able to view the phone to accept/decline deliveries, the reverse camera, etc.). Also, I like the concept of "Heck" having an uber driver going around doing deliveries lol.
However, I think controlling the car is a bit difficult, especially when going over a bump or touching the ground after dropping off a steep incline. It sort of goes out of control.
Regardless, nice job!
jcmonkey
2023-05-03 01:07
so i noticed the far plane of the camera eating buildings, what you could do to hide that is possibly use some fog. a little bit of fog goes a long way.
First of all, sorry it's taken me so long to get around to responding, I've been busy with some real life things as well as working on my post-jam updated version of Uber-Heck, based in part on the suggestions from here. If it wasn't obvious, some of the inspiration for this entry came from Crazy Taxi. :)
@wadlo - I also really enjoyed the orange color palette. I debated on using a stylized font with a fire shader on it for the UI elements, but in the end Annie and I decided to go for readability on the HUD so you didn't have to try to strain your eyes to read orange/red on top of orange/red.
@shannonhg - I agree, the physics were really fighting with me on this one, but this is also my first foray into 3D games. I may have accidentally scaled one or more of the collision boxes and apparently the physics engine doesn't handle that very well, but I could never seem to track down what the heck was causing it. Another example when I was playing around before making the level was that I was able to easily make a ramp at a 45 degree angle and drive up it / jump off. However, if you get too close to the edge of the island, no matter WHAT I did, the car just slides into the lava, despite me tweaking acceleration values and wheel friction variables to try to make you have more grip on the road. So I eventually stopped trying to figure that out and just went with getting something that was mostly playable that also included a win/loss condition. In the post-jam version I've also doubled the physics fps from 60->120, which apparently helps with deciding whether or not a collision happened (sometimes) lol. I'm still very new to 3D so I'll keep plugging away at it!
@jcmonkey - Thanks for the tip! I was using godot 3.5 and as I said above, first time in 3D. I noticed it happening as well, wasn't sure what to do to fix it. Apparently, the fog in 3.5 is kinda "meh" when it comes to blending things into the procedural skies (which is what I used for my sky), but I have been playing around with some stuff for the post-jam release, and since everything is rather low poly, if I double my far clip plane from 500->1000, everything seems to look a lot neater (for reference I think it's only about 1300 units from one side of the shop island to the far side of dest island, and with some of the rocks in the way, I haven't seen any other buildings being eaten on my end. I've also been working on possibly making the fog more opaque in addition to having the buildings start to become more transparent closer to the far clip plane, but I haven't really liked the results I've gotten just yet. However, based on your feedback, again just doubling the far clip plane looks like 1000x better in my opinion, so thanks for that feedback! I know it's not an option in EVERY scenario to do that (like if I had high-rez textures/models I'm sure it would make performance pretty terrible, but I'm getting decent FPS even now)
Thank you all for your kind words and suggestions, and I look forward to playing each of your entries as soon as I can :)
really like the idea.found the car a bit hard to control.
I like the idea. Driving around was fun, and getting airtime was really fun. I managed to do a shortcut but using the bridge as a ramp, loved it.
I think the most confusing aspect to me was the navigation. The arrow showed a direct route, which usually didn't align with the road. A minimap would be a great help, and is super easy to implement.
Nice to be able to be out and about in a slightly larger environment. Driving is a bit spongy, but fine and I just like to drive the car around town :blue_car: :smile:
This game captures some of the Crazy Taxi vibe with the arrows and the colors. However, the car is rather hard to control and navigation is kind of like you're in heck (which does fit the title).
freddie
2023-05-09 21:35
It was fun to drive around, but the controls feel pretty wonky, and it is super easy to lose control over the car (and also the camera). Some tweaking and smoothing will probably go a long way, if you plan on improving the game!
Unfortunately, I couldn't get the actual delivery mission to activate, so I could only half-test the game. But had a fun time driving around anyway (also having made a car game myself, I can totally relate to the difficulties of implementing good car controls)
@freddie The delivery missions should activate on a timer, if I remember correctly it's like a random range from 3-15 seconds, then your phone will vibrate (very noticeable animation) Then you press space bar to raise it up and look at it, then Q to accept or E to decline that job. Once the phone is back to idle, you should get another job again in like 3-15 seconds. Sorry it wasn't working for you, this is the first time anyone's mentioned that the delivery missions didn't work for them.
Great game love stressful playthroughs!!!
The game works well; I enjoyed the physics, namely getting air on ramps. I think some more hazards could have been cool like fireballs from the lava!
Nice job! Very fitting to the theme and the car does feel very nice to control. Two things I'd suggest improving on would be 1) The camera does some very fast turns sometimes (specially when going in reverse) which can be a little disorienting. 2) The way the car feels to drive and the mission timers makes me wanna just drive around super fast but I feel that's a little hampered by the level design which has a few dead ends and a lot of buildings that give you little leeway to go off track. But yeah overall this is a great entry!
Really solid car model and I liked the controls too. I don't think I had any music or sound though? The UI and HUD was good and I always love me a fuel gauge! I liked the bright, blocky models and level design too!