Well…
My first game made with Unity…
http://www.playthefusion.com/cityrun/
Still in beta, of course, but I think it´s quite ready to a demo…
Veterans in Unity may recognize some assets I tweaked from old Unity demos…
Your opinion is important to me!
See u!
By the way…
If you want to know how is the FPS going, just press ‘M’ during gameplay…
Oh my gosh you have to stop the spinning!!! I felt like I was going to puke and had to look away!
The powersliding might be a little too loose.
Apart from that, looks pretty good.
Good god man! That is amazing!
Waiting for a load up right now, but I’ll tell you about the handling. The menus are amazing!
Handled very well. Needs suspension, but overall…
(Self Censored) Awesome Man! I congratulate you!
I thought it felt a little too slippery, but with slow motion on, it actually felt pretty good.
Combining slow motion with nitrous was even better
Using the GPS to load levels looks like a clever idea. A progress meter in the shape of a traffic route being created to the destination would be cool.
And since you are in the car anyway, letting people drive around a parking lot with simple pylons while loading would make time go by faster.
Hey guys! Tks for your replies and your kind words!
I knew that very good stuff would pop up here…
Deram: Well… First of all I feel your are very much right about the spinning, in the track selection menu… (God damn man, can´t you deal with a little harmless carousel?)… … Just kidding… It´s a little bit too much… Next version will present 1 spin and then, park. About the powersliding… I really wanted to establish a good drifting behavior in the car… I think sliding is cool… Fast and Furious III is all about that, isn´t it? … But I totally accept the fact that maybe it´s cool only for me! lol … I´d like to know more people opinions about that…
Dakta : Suspension Indeed (like SG-1 Teal´c should probably say… ). I think I left tweaking it for a while because I´ve had a hard time combining good suspension visual with good vehicle handling… But I will take a deep breath and try again! Menus were of great concern. We wanted to keep it intuitive and simple, but with some sex-appeal… lol… Thanks for your enthusiastic words… Good to hear them after a month or two of hard work…
Proton: Like I told Deram, the sliding was intentional (well, it doens´t necessarily means it´s tweaked enough in order to be good… lol)… I wanted to hear your opinion about that too! About the progress bar, fantastic idea! It will be very cool to have that in the loading screen… And creating a pre-action environment to let people drive (while loading) is also cool! I don´t love the waiting either… … Ohh… just in time… Your racing game is just beautiful, I could not manage to play yet, but I surely do want to as soon as I can! Graphics are just fantastic!
Finally, I will update all my progress in my first post… Gotta lot of work to do yet… But hey! That´s exactly where the fun lives!!!
See u!
I just tried it on my Toshiba Tecra PC, and something very wrong is going on. I can’t see text, the review mirror doesn’t work, and the car won’t change color. Is this jut me, or is it Unity Web Windows? Might want to check it out.
Hi Dakta!
Thanks for this critical info! I don´t think it´s a Unity Generic problem… Something is probably not right with may Shader testing logic…
Let me ask you a couple of things… The review mirror is completely not functional or just the image from behind? If it´s just the image, maybe your video card doesn´t support Render To Texture… Anyway, next version of the game will disable Review Mirrors completely, if the card doesn’t support it… (it will be useless anyway ).
About the text… Is every text in the game invisible or just the GPS´s text? (GUI x TextMesh)…
About the car can´t change color, I´ll have to check it out…
Oh… Your tecra model would come handy!
Thanks once again!!!
It’s really neat to see a cityscape implementation in Unity! Great job. The car was had to handle though, and I was frustrated that I could get stuck on the sidewalk curbs instead of going up them.
I certainly will keep an eye on this as you develop it more. Once again, great job!
My Tecra is a Piece of Crap, but it can run RoR better than my Dual Core Mac Mini.
Could be generic to my computer, but I’m pretty sure it supports render-to-texture.
I can’t see anything. None of the menus have readable letters, I don’t know about the GPS, I think I can see those.
Maybe it’s your shaders, they worked like a dream on my Mini.
Love it!
You use CityEngine to generate the city layouts?
Great game! I didn’t like the car handling at first but then i got used to it and like it a lot. One idea- maybe it would be cool to have to hold a key to drift, instead of drifting all the time when the player might not want to. I love drifting in games!
Great music and sound too! That rotation in the intro actually did make me a little sick, but I get motion sickness easily (though never usually in games, strangely). One more thing, the “Starting next lap” graphic that pops up after each lap kind of blocks the view (at least in the 1st person, inside the car view) and makes it difficult to anticipate the next turn.
This is really a cool game, can’t wait to see more!
Quietus: Actually previous behavior in the game was going up sidewalk curbs… But I thought it was annoying and, then, increased the chassis collider so it would hit sidewalk, instead of the wheel collider… Good to hear a little “off-road” wouldn´t hurt… Can change back easily…
I´d like some other players opinions about that…
Jeff: No CityEngine - Actually, never heard of it, but now I surely will -Just good “old-school” 3D Studio… (Can I call ZBrush, modo, mudbox the new school???) … But Hey! Old School is good! I´m not quite young myself… lol
Rupert: The Shift idea is really nice. Simple and effective! As good ideas usually are… : D… You are right about the lap warning msg… Next version will count on such improvements…
ou
Next version coming soon! Think I will upload in a few days…
Thanks to all of u…