Our team is very happy to share with this nice community our first Unity based game. Sorry for some little bugs and glitches, the development time was very short, and we were focused on the fun factor.
Basically, it’s a time trial racing game, and you can run on the track forward and backward. All of your best lap times are beeing recorded and ranked. There is a “ghost” feature, so you can play against yourself as your best lap, and you can also challenge any of the other players by name or the TOP 10 with a quick list, using the “Desafiar”(To Challenge in portuguese) button. This is an advergame made for GM (Chevrolet here at Brazil, Opel at Europe, etc) release of the new “Prisma” (the car name).
We are thankful for the great help given to us by the unify community, the forums, the examples and code snippets. Special thanks for the great insane guru IRC guys Neil - NCarter, Jon - jfrisby, blikstad, JoeRobins, that helped us with some hardcore problems (and so hardcore solutions).
The game itself is a great design; very easy to get into and very smooth design. It all fits together really well; so well done! I especially like the nitro effect and the “snap back” (?) to make aligning the car more accurate.
A couple of feedback points:
I found that the steering (left and right,) were stiff… They wouldn’t turn enough for me.
great work - very well polished fun to play. the crazy short cuts are sweet, they kind of remind me of the old RUSH racing games (san francisco rush, 2049). love the ghost car effect too.
one suggestion - i think the boost is a bit too powerful and / or the car is too floaty. when boosting you can pretty easily go flying way off the track and when the car gets even a little air it feels like it takes too long to drop. some more downforce would give the car a better sense of weight and i think make it a bit more forgiving.
I did turtle the car onto it’s back and got stuck. It wouldn’t roll over and had to restart the game. Could there be a “flip” button to put a car into the correct position - or to the nearest piece of road?
I got stuck on a fire hydrant and couldn’t move.
I was frustrated that the cones and temporary barriers throw the car off course and speed so much. I saw the slip road to the jump on the freeway bridge and hit the cones and barriers expecting the barriers to break apart - but NO! - the barriers flipped my car over, I fell thru the gap and landed on the top of the car and got stuck (see above re: turtling). I’d suggest that the cones go flying and the barriers fly apart into pieces! Otherwise every time you play the game - these have to be cleared by pushing them out of the way, and you lose that time on that level.
the acceleration didn’t work for me. i just started to roll backwards, and when i ran into the fence behind the start area i went up a ramp, in turn rolling forward towards start again. then i rolled back again.
GREAT FUN! I played it for quite a while jumping all over the place
My only suggestion would be to make the car heavier. As Little Angel said, it would feel a lot better if you could crash through barriers etc. without them sending the car into the air.
Aside from that, I think it’s great. The feel reminded me a little of a Virtools game we did for Candystand.com a while ago called GT Racing… I thought about posting a link to it but then tried out the Virtools web player install and wanted to throw myself out of a window. Unity’s web plugin install is sooo much nicer!
Great job and congrats on getting the project out there
Thank you all for the great feedback we’re are receiving here. Everybody at EDGY and at our client GM is very happy with the game results so far.
It’s been a wonderful experience being able to release our first game with such a great response. We’ve learned a lot from this community, and we’re amazed with what can be done with this tool. It has been a very short, hard, but fun path since we got our hands on the Unity 3D engine for the first time. To tell you the truth, it’s been less the two months ago. I’ve witnessed our team migrate from a PC platform, to Mac and Unity 3D and deploy such a nice work so fast.
I’m impressed with the tool almost as much I’m amazed with this great team of ours.
Yeah, I’ve realized that when checked the billing info after buying our firts licence, and being billed by a “Over the Edge” company. It was nice to know.