That’s more like it! Orbit camera for the win!
I just saw some small bugs, that I’m sure you are aware (or maybe that’s how it is supposed to be?):
With the camera in orbit mode, you are able to control the time of the day while turning the car, using “a” and “d”;
Also, you can change the time of the day on the slider, using the mouse (maybe you did it for testing purposes? I would ).
One suggestion I might have is to change the shift to Q and E or something. Z and X felt a tad out of place, at least for me.
Good job in this update! Keep’em coming!
I have realized that when the TOD slider is selected it can be controlled since the steering in on a horizontal axis - I’m taking the slider recieves inputs from the horizontal axis aswell
Yes I actually made this a feature so you can test out the TOD and headlight features!
But thank you very much for your feeback! I really appreciate it!
Coming in 0.0.8! PS - Expect this to be one of the last updates for the current alpha/techdemo
I need to start making progress on the actual game.
Optimized graphics for people with lower end PC’s - in the current “very low” and “low” setup I have realized it is still quite hard for some older/less powerful systems to handle
Fixed some UI bugs
I will get around to adding more settings to the pause menu and make a more minimalistic HUD - so there is less to look at.
A quick question - Who would like to see a analogue or digital Tachometer (RPM Gauge) in the HUD? And also do you like the digital HUD? Or would you prefer a fully analogue one?
For me, I would go analog, since for most people it is quite satisfying seeing an actual needle move along :). But I think it really comes down to how precise you need the information to be. If you want/need the player to know precisely how fast he’s going, the digital is more precise. Just keep that in mind.
A little non finished map of what the world is going to be like
The world will include
An ocean
Beaches
Cities
Smaller towns
Mountain ranges
Please keep in mind that the map isn’t going to be absolutely GIAGANTIC, I only can work on this project in my spare time.
But the map is well under way and I will be working hard out to try and get this map out and maybe more cars!
And sorry for the bad drawing. It’s basically showing that there will be a main highway running through the whole map with lots of break off bits of road to spread out to small open pieces of road, where there hopefully can be missions, secret car spots and plenty more!
Okay how would any of you think of this, I’m thinking of getting rid of UnityCar, seeing as the physics are very realistic, and maybe going towards Edy’s physics, what would you like?
Honestly, it is up to you to find the perfect balance between realism and playability. In my area (first person puzzle games), for example, if I go for a realistic player jump, the games become unplayable. I realized quite early that we humans don’t jump very well in real life . My best suggestion for you is to play test your game as much as you can in the early stages (when you are figuring out what tools to go on with). If there is someone close to you that can play your game, show him/her both versions of the car, and see which one is more satisfying for your play tester.
I can play your new version, and give you my written feedback, but the best feedback you’ll ever get is from watching someone’s reaction while playing. I’m talking from experience.
In the end, keep the updates coming, and I’ll happily give my opinion (although I don’t understand much about car physics in games lol).
Thanks @GGElias , I’m still a bit confused on what to do - I may make the settings a bit more “arcadey” for a more enjoyable game, rather than a frustrating one
Seeing as I have been encountering many issues through the building of this app - I am redoing a lot of it, so there will be a few more features and I will get rid of a lot of un-needed code/issues, to get better performance and a more enjoyable/playable game