Everything made by me from scratch, since I used it both as a learning project and a way to combine things that I liked. Originally I started in Unity 5, but the known performance issues on mobile - along with a somewhat limited android device compatibility compared to earlier versions made me switch and rebuild everything in Unity 4.6.
The target was to create something that I felt was missing from play store, a casual motorcycle game that:
Actually gave the correct feeling to riding a motorcycle.
Had more variety than just endless straights.
Was designed in the low poly look that I so like - even though that would obviously be in the way of target number 1.
Would bring the endless opportunities for customization that motorcycles offer into the mobile platforms.
And along the way, help me get reacquainted with programming, something that I hadn’t actually touched since the days of ZX Spectrum. Yes, I am that old So it also got used as a self learning project for Unity, Blender and C#.
Current target is for an early February 2016 release. More info and media to follow if you guys and gals feel you are interested in more. Really looking forward for comments and thoughts - just keep in mind that the Santa hat was hastily fitted.
P.S. If you do feel it looks like its worth more attention, feel free to like it in facebook: Redirecting...
Hey
this looks great .
i notice you write something about performance issue with the unity 5 .
as beginner can you please explain more on the subject .
i like to do 3d game that will run on iphone 4s and above which version of unity should i select ?
thanks!
Hey,
Thanks for having a look. About the unity 5 mobile issues you can read more here:
Its a long read, but you’ll see the issues and the possible solutions. Worth the read.
The thing to note though is that Unity 4 is at the end of its development cycle and won’t be getting updates - and there are already things that Unity 5 has that will never find their way in unity 4 - like the integrated shop module for all devices. Using Unity 4 you’ll have to use something like Soomla to take care of those things.
Another thing to consider if you plan to deploy on android too, is that Unity 5 doesn’t support some older CPU’s, so you’ll effectively be restricting your player base. What I decided after considering all that, was to run the project in 4.6 and eventually migrate on 5 once the issues have been minimized and more powerful devices become the norm.
Hope I’ve helped a bit. Looking forward to seeing your project
Thanks allot for you replay .
well im coming from other c++ game engines , as lone developer with very limited time
i hope Unity will be my option to actually do something (:
for start the community is very nice (:
Its been a while since an update, but life has a tendency of getting in the way so development slowed down significantly. To remedy that, here are a few more recent screenshots from Cafe Racer:
Mostly finished with coding. Things left to do are mostly IAP related.
In process of creating the final models for the game. There are 18 customization areas on the bikes, so it is a rather lengthy procedure. I am however happy with how they turn out and the variety they offer.
Fixed a ton of bugs, optimized a lot. As a result I had to redo some things from scratch now that I actually have some idea of what I’m doing.
Everyplay is now fully integrated, although since my phone doesn’t support it I rely on a friend to grab video for a teaser. Hopefully I’ll be able to produce one soon.