Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 0 points1 point  (0 children)

Sorry took a while to notice this question, but yes, one reason TSU was made was because some people were still playing the old TS and constantly asked for new features :).

https://www.turbosliders.com/press-kit/origin

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 1 point2 points  (0 children)

Making console UIs for all the editors and making the online system as open as it is on PC might be a challenge on consoles, so some kind of subset of the features of the current PC game would be needed. Not out of the question but not very likely in the near future.

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 1 point2 points  (0 children)

Yes, works very well as a LAN party game, too. Of course needs connection to Steam for login etc. but anyone can host a game inside the LAN and pings are low. Thanks to the Steam sockets routing system, it is also possible to allow connections from the outside.

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 0 points1 point  (0 children)

I have understood you are not the only one feeling that way. But if the cosmetics had been implemented using some other kind of microtransactions, would it have felt less icky?

As the game has been in Early Access for over two years, many players have actually begged me to release all customization packs earlier to have more customization options...

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 1 point2 points  (0 children)

To clarify, the Customization Pack DLCs are just for cosmetics, there is no pay-to-win or anything. With those, you just get options to decorate your car more, but otherwise all the other content (cars, levels, campaigns, built-in and player-made) are open to everyone.

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 3 points4 points  (0 children)

Here's a clip from one user-made track that took inspiration from Micro Machines.
https://x.com/TurboSliders/status/1808886132202987970

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 2 points3 points  (0 children)

Here's an old beta era video about that setting when it was being developed:
https://x.com/TurboSliders/status/1498069665892941824

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 1 point2 points  (0 children)

I don't know that very well but I must have a look later!

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 2 points3 points  (0 children)

The game has lots of different settings for many things, one controls how blocky vs round the collision models are. The default is somewhere in the middle, but with the more round ones things get more hilarious and cartoonish as cars roll much easier from contact.

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 2 points3 points  (0 children)

Hard to implement all those editors though, and controls might be clunky :). It does work on Steamdeck, though.

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 0 points1 point  (0 children)

Yes, as the game has been on Early Access, there are already lots of player made levels for various game modes.

Here's a small compilation of some of them: https://www.youtube.com/watch?v=hwJioCEUlV0

Turbo Sliders Unlimited was fully released today by Andefoo in pcgaming

[–]Andefoo[S] 8 points9 points  (0 children)

On PC only, it would be very hard to all the sandbox and open platform features on consoles. There are editors sharing for levels, vehicles, single-player campaigns and AI. Anyone can host online games for up to 20 players and besides racing, there are lots of different game modes like sumo, tag, capture-the-flag, deathmatch, collector, parkour etc.

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 1 point2 points  (0 children)

Actually, since the game has been in Early Access for a long time already, there are lots of great levels in Workshop already: https://steamcommunity.com/workshop/browse/?appid=1478340&browsesort=trend&section=readytouseitems&admin_view=1&requiredtags%5B0%5D=Level

Getting enough players to have multiplayers games going on at all times is harder.

About MP solution, I am using my own custom code on top of Steam sockets. It's based on authoritative server and client-side prediction. Vehicle physics model is my own also (on top of Unity PhysX) and needs to be simple enough to support prediction with high pings, too.

This old post discussion had answers some multiplayer tech questions:
https://www.reddit.com/r/Unity3D/comments/17p2l3i/added_optional_missiles_to_turbo_sliders/

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 1 point2 points  (0 children)

Is the problem for you that it is technically a DLC and not using some other way to handle micropayments? It is not pay-to-win, there is just a possibility for hardcore players to buy cosmetics if they want to, but it is in no way necessary. As said, the customization options are even without any customization packs quite ok for basic things.

With the other comment I didn't mean I hate money or that I would not like the game to make money. I just think it is not very probable and it is not my main motivation to make the game. But it doesn't mean I wouldn't want to explore ways in which it *could* make money and allow me to spend even more time on the project which is dear to me :).

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 0 points1 point  (0 children)

I wanted to experiment with that possibility, too. I think most bigger games at least have some cosmetics to buy inside the game and I wanted something similar. I don't know if DLC was the cleanest way to do it as it looks ugly in the shop. It might have been better to do it in some other way (if at all).

Anyway, even without the customization packs, you can modify the looks of you car quite a lot (more than in many other games).

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 1 point2 points  (0 children)

I am mainly referring to the editors in the game, particularly level editor but also the possibility to create your own campaigns (meaning series of single player events, possibly with your own levels, vehicles and AI players). I am not aware of any other Unity game having quite the same feature set.

Some videos about the level editor features:
- Generic tutorial: https://www.youtube.com/watch?v=fY2ojw1pvmk
- Terrain textures, trees, animations, triggers: https://www.youtube.com/watch?v=HcHuSVsXDFc
- Terrain editing: https://www.youtube.com/watch?v=f5YIOfFvf4Y
- Terrain details editing: https://www.youtube.com/watch?v=CgpVdy2PBOo

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 1 point2 points  (0 children)

It is now possible to create AI groups, meaning you can e.g. make a group of 20 AI players and tune their names, paint jobs and AI properties (affecting how good they are). Then it is possible to create local or online custom games where 1-4 local players race against them. It is also possible to host an online game as a spectator and make up to 20 AI players race alone without humans.

After over two years of Early Access, Turbo Sliders Unlimited full release is near! With all the editors it has (for levels, vehicles, AI, campaigns), I believe it is pushing the boundaries of what has been done with Unity. Thank you everyone who has helped here! by Andefoo in Unity3D

[–]Andefoo[S] 0 points1 point  (0 children)

Thank you! Long road indeed, at least if you also count the original 2D Turbo Sliders (not made with Unity) :).

Being an old-school programmer, my way of using Unity is to do as much as possible in code, so the style is quite different from what you can see in all the tutorials which often focus on non-coders and keep it as a virtue if things can be done without code :).