Car Tuning System is a complete project of game where you can build car with your hands: body, engine and suspension. There are 2 cars included in the package which contain stock and tuned parts. The asset recreates the Street Legal Racing Redline game mechanics.
-Shop system: buy and sell parts
-Paint system: each part can be painted separately
-Ready GUI graphics
-Great performace! The system works on mobile platforms and in browser well
-Mass and motor power calculation according to installed parts
-Parts interaction: opening doors, dynamic wheels offset, changing car suspension parameters
-Simple C# code separated into well structured functions
Other screenshots
The key feature of this package is simplicity of scripts. The code is documented, readable and ready for modifying.
From a content point of view, is the setup of cars/parts etc done like SLRR?
Are the Part images generated on the fly? or created as part of the development workflow?
just trying to understand the workflow required for setting up a new vehicle.
Cars setup is not like slrr: you just import your car and assign car parts to arrays of parts.
Parts images should be created manually; though I’m thinking of implementing independent 3D windows for parts just like in slrr, but it would hurt performance seriously (which is great now).
What are the differences between your less expensive constructor and this asset? What makes this one worth $200 and the other worth $35? I’m trying to see the differences between the two system apart from the new UI and stuff.