Hi! Thank you very much for your accurate feedbacks!
Julius {l Wrote}:The roads really need textures that follow the tracks, i.e. that show this racing track has been used by cars for racing previously and that kind of show the player a good pathway to drive.
You are right, but we need to understand how we could do that: we use a giant texture for the (single) road mesh, and if we draw skidmarks on it then it would be rendered very blurry. We're looking for a solution. If someone has suggestions, they are welcome!
Julius {l Wrote}:The game needs particles, especially for crashes. Can be a bit over the top
Use also for some mild dust effect behind the cars. AND especially for the new weapons
Actually, I inserted them into the previous version, but, during our tests, there were hiccups when I instanced them. I tried to preload them, pre-render them, but I couldn't remove those hiccups. So, I've planned to program another implementation of particle effects, I wish I can create some decent ones.
Julius {l Wrote}:The engine sound is too monotone. When starting your should be able to roar the engine a bit for fun and then it needs to have some modulation for different gears/speeds.
Thanks, I've added it to the roadmap!
Julius {l Wrote}:The steering feels a bit stiff (when using a keyboard). I guess this is to make it a bit easier, but it could be a bit more reactive and allow for tighter curves. Maybe a handbrake for drifting would be cool (but that needs to "feel tight" otherwise it is useless
).
When a car goes out of control it feels very sudden and like all steering is turned off completely. This is fine for total "rolling" crashes, but there should be probably some gradient in which the player still feels like he/she can safe the car from crashing or at least have some kind of steering feedback / air control. This would probably make the game much more fun as you can have funny almost safes or real "wtf how did I rescued that" moments.
charlie {l Wrote}:I think the issue with the steering is the way it is implemented; holding left/right causes the steering wheel to turn - so it takes a second or so for the wheels to fully turn hence you end up losing control because you were only wanting a partial turn. It's a bit unintuitive because #1 it is hard to discren how 'turned' the wheels are (they are small and we're not looking at e.g. a steering wheel).
Thank you very much, these hints are *very* precious. Actually, balancing these parameters is the hardest part to me. I've planned to (try to) improve this area in the near future.
Julius {l Wrote}:Last but not least: stylisticly this would probably work better with tiny monster trucks. I guess you are tying to not copy existing commercial games too much, but I would still go for it regardless as it will make the game look much better.
I've forwarded your feedback to the modeler, we like your idea very much, we're discussing about it!