[PC] [WIP] FREEDRIVE - An Open World driving simulator

FREEDRIVE, is a game currently a work in progress, none of the Alphas/Betas represent the final product.

BIO

  • Hi, I’m Blake, a 15 year old kid from New Zealand, who loves the outdoors and tinkering with stuff - I saw the advantages in developing/programming over just being the end user, because I get to do the work and see the end output.
  • So all I want to achieve is a solid, fun, and beautiful game.

ABOUT

  • Open World - In FREEDRIVE you can drive anywhere you want in an open landscape, without the restriction of barriers or fences.
  • Driving Simulator - So far in the game, all you can do is drive, I will add in goals, races, multiplayer, online radio and maybe a car modifying editor, if the game draws enough attention.
  • Physics - Currently I am using UnityCar 2.1, this is an excellent physics script for the cars, there are a few issues I need to fix.
  • Quality - I am making the most of Unity 5’s shader quality and want to push it to the limit, so for this I am using uSky for a extremely high quality daytime/night time cycle, aswell as the Physically Based Shading it has to offer.

PLATFORMS

  • Windows XP/7/8/8.1
  • Mac OS X
  • If this project gains enough support I will put in the time and effort to make a version for iOS and Android.

HELP
Throttle - W/UP key
Reverse/Brake - S/DOWN key
Steering A/LEFT - D/RIGHT
Handbrake - SPACE
Clutch - V
Shift UP - Z
Shift DOWN - X
Camera Switch - C

LINKS

[Windows]

[Mac OS X]

  • Download FREEDRIVE 0.0.5a 64 bit
  • Download FREEDRIVE 0.0.5a UNIVERSAL
  • Download FREEDRIVE 0.0.6 UNIVERSAL
  • Download FREEDRIVE 0.0.7 UNIVERSAL

[Linux]

*If you download any of these tech demos, please give feedback on what I need to interrogate into the game

CHANGELOGS

0.0.2 - Download Windows
Initial release
Includes a non textured piece of basic terrain and a Nissan R34

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0.0.4 - Download Windows
Fixed the issue where the handbrake did not respond fully
Added a basic road system and textured the terrain for better contrast to the sky
Added some props with basic Rigidbody Physics
Added a “Reset” button, rather than having to go back to main menu when car is in a unflipable state.

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0.0.5a - Multi platform
A release for Mac OS X users [Intel, Universal]
A release for Linux users
Many shaders have been replaced with Unity’s Standard shader for improved looks and performance
Added interior view
Added background mountains for an improved look in the playable demo
Added image effects, such as bloom, sun shafts, and more
Upgraded the shaders on the car for a more rich, beautiful look
Added mirrors
Added digital clock to the dashboard + a time setter

IT HAS COME TO MY ATTENTION THAT THERE ARE SOME MAJOR BUGS THAT NEED TO FIXED WITH 0.0.5a

  • There is no car noises - Due to a AudioListener problem which I will fix ASAP.
  • The cameras do not switch and therefore no interior camera - Due to a bug with the camera controller script
  • Time of day options and time is cut off the screen and off the HUD - This is due to the buttons not being anchored correctly on the RectTransform

Please do not bug me about bugs (no pun intended) - If you read it is version 0.0.5 ALPHA - I am releasing this so you can help me squash these nasty little buggers to make a stable, enjoyable game
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V0.0.6

  • Fixed all issues in 0.0.5a

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V0.0.7

  • Slightly fixed the optimization for some GPU’s - including low framerates
  • New camera system - added a better follow camera, optimized mouse orbit camera (hold down left mouse to use) and a better cockpit camera
  • Fixed the very bright bloom/HDR flare
  • New and redesigned UI
  • Added pause menu (esc to activate)
  • Added a headlight switch that can be activated in the HUD

*About the graphics problems,
I have got rid of some un-needed code - but I have noticed that this hasn’t fixed the problem FULLY, I have noticed that when you have a few switches with the camera button the FPS can raise a lot higher - I will look into this bug

Google images is like a Hallmark store for every occasion.

Rules you say?

Yes. The rules.

Explain what rules I have broken

Downloading now

Cheers @IAmCraigSnedeker

It is a really simple demo for the game but your feedback would be awesome!

  • If you create a thread please provide a description of your work and some screenshots. Don’t just link to a webplayer or download. Give us some hint of what we will be looking at.

Yes, that one. Remember when you first created this posting and it contained nothing but text? I mentioned the rules. You said, “Really?”. I said, “Yes, really.” Then you proceeded to update your posting with actual media so people could see what your game would be like. Yup, that rule.

And since we’re supposed to give feedback about someone’s actual game, just what does “anywhere” entail? Why do gamers and developers alike believe that “anywhere” is actually anything at all within the context of a videogame? There will always be ‘barriers’ or places you can’t reach because a game isn’t infinitesimal in size or scope. Surely as you develop your game you’re going to realize that you will have places to drive, as opposed to just anywhere.

Okay well sorry for making a bad impression? This is my first project and I’ve never really done any of these before? Please excuse the word “anywhere”; it was meaning to explore the map without the boundaries of barriers/fences. Of course the world is not infinite? Example - is GTA V infinite? But is it open world?

0.0.5b has been released for Windows! Get your copy now!

Coming in 0.0.6 - A completely new camera system that gives ease of access and no bugs when switching!

0.0.6 released for Windows 64 and Mac!

32 bit version for Windows coming soon!

looks good…

@WOODSY I have many many suggestions/problems to point out. I am a 14 year old and am creating a racing game myself. My comments:

  • Graphics: I have a NVidia GTX 980M, it should be able to handle anything you throw at it, including an indie game. When I first ran the game at Ultra and FHD, it ran at less than 10 FPS. Optimize your code, throw out redundant stuff. Considering this game is still in alpha, you can do that later, but that is an important thing to be done. The graphics too at Ultra were so so. This game is for PC, it should have good graphics (you can do this later, I’m just pointing that out).

  • Camera: My first impression is that the camera was kept as a child of the car’s game object. Instead why don’t you use a proper camera script like for example the vehicle camera rig included in the new Standard Assets. The current setup is really bad for a driving game. Look at some other games for inspiration.

  • Vehicle Physics: At first even I was thinking of using UnityCar but after some time I realised that while UnityCar is extremely realistic, arcade physics are better for racing games. This is only my view, it is completely up to you what physics you want.

  • Shaders: I would recommend you to change the properties of the shader of the car body and set up a reflection probe for realistic reflections. A free Asset I would recommend is Realtime Reflections (I know this is bad, but some advertisement of my products wouldn’t hurt :P)

  • Vehicle AI: Hopefully you plan on including AI so that we can have some competition. I don’t have any recommendations currently for Vehicle AI. IMO iRDS is too expensive, same goes for Ti Racing AI and Unity Racing Game Kit, Ai Driver Toolkit is featureless, Smart AICar doesn’t include support for other vehicle physics platforms and is unrealistic. Which is why I’m currently building a Vehicle AI asset IntelliRacers (it’s a WIP) which includes support for Edy’s, UnityCar and Realistic Car Controller and decreases the amount of work required to set it up for a scene drastically. Please leave your comments/suggestions on its thread.

It’s a good start, a few improvements here and there are needed. Once they are done, should you think about porting the game to mobile :wink:

1 Like

First of all thanks @Sarthak123 I appreciate it!

@EvilTak Thank you very much for your feedback!

  • Graphics - I am working on the current bug! I spotted it a while ago when I tested in on multiple systems (including Mac) I hope with the basic knowledge of coding I know I can fix and optimize it. But thanks for pointing it out!
  • Camera - I know how terrible the current setup is, but school is getting in the way a bit so I’ve been a bit slow! I will create a new setup for the follow camera, and hopefully add an optimized orbit camera
  • Physics - I did have a look at some other kits but UnityCar stood out to me the most, simply because I don’t want this to be another racing game, I want it parcially be a sim - almost like Forza or Project Cars
  • Shaders - I started off using the reflective shader from the UnityCar package - but I was trying to make the most of the standard shader. And I may think about getting your shader!
  • AI - I think that will be something I will add in later considering this is a pre alpha

But thank you very much for your feedback! Oh and yeah sorry for the adf.ly :eyes:

Hopefully more builds can get released! I’m getting a wee bit carried away from the main game now

Coming in 0.0.7

  • New UI - Abstract and minimalistic buttons and features
  • FollowCamera is vastly improved, added OrbitCamera (hold left mouse to move camera), revamped interior camera
  • Added pause menu

About the website - I am currently creating a new template and the current site is a placeholder

0.0.7 is being uploaded now!
Download links will be available soon!

0.0.7
Mac
Windows
Please give feedback! It really helps and I appreciate it a lot!

Looks really cool and promising. The one thing that really didn’t work for me, as someone mentioned earlier, is the camera being a child of the car. If you could setup a camera that follows the car, without actually rotating with it, that would be awesome.
One thing I really liked is that, the way the game is setup, the skill cap seems to be very high. That’s never a bad thing. Keep it up.

Yup that was fixed in the update last night! Try 0.0.7. Thanks for your feedback!