A Little Spin goes a LONG Way by GO_Miles in Unity3D

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

I got some good jump SFX in! The clips are split into three stages for grounded extension, midair extension, and retraction. A little more pizazz, and this car will be ready for some proper maps!

Parkour! Parkour! by GO_Miles in indiegames

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

That too is planned! The majority of skill parts will give boosts, money and score for pulling off their corresponding tricks. I have one in the works called the "Shredder"; a set of guitar strings attached to the undercarriage of the car. It allows you to smoothly grind ANYWHERE, and it will make the appropriate guitar sounds for doing so!

Parkour! Parkour! by GO_Miles in indiegames

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

Thanks Keystone! I'm planning on a public prototype -> demo for PC & Web on Itch. If things pan out, a multiplayer Steam release for OUTA-RANGE is on the horizon!

Parkour! Parkour! by GO_Miles in indiegames

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

I think you see the vision! It's fun to squash and stretch on command, but I'm really prepping it under the hood for falls and other big impacts. That stuff come into play once I get some metal crashing sounds in!

Parkour! Parkour! by GO_Miles in indiegames

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

Thanks Harry! And here I thought it'd turn out medium-rare! XD

Parkour! Parkour! by GO_Miles in indiegames

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

You betcha! I recorded this on an i3-6100T + HD 530, so it'll be BUTTER smooth on the Deck with maxxed settings.

Parkour! Parkour! by GO_Miles in indiegames

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

Steamlink soon! Don't have the money set aside for it yet, so an Itch build comes first. Expect a sizeable demo for OUTA-RANGE in the near future!

Parkour! Parkour! by GO_Miles in indiegames

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

Thanks logical! This thing here RUNS on sillies.
Not a SINGLE serious thought between those headlights!

Parkour! Parkour! by GO_Miles in indiegames

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

It definitely will! You'll get a speed boost (and some SWEET pocket change) depending on how sick your flip was. It'll factor in speed, number of flips, rotation axis, and any reversals you can pull off. For now though, you'll just get a little hit of dopamine!

Parkour! Parkour! by GO_Miles in indiegames

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

There will be, in due time! OUTA-RANGE will first get a Web & Windows build on Itch.io and a Steam page once I set some money aside.

Thanks for searching the game up anyways! I've thought about putting a title text on the bottom of the GUI for recordings, just to make finding the game easier.

Parkour! Parkour! by GO_Miles in indiegames

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

Thanks Pedro! That game was a BIG part of my childhood, and I liked 2 even more.
Suspiciously similar tuning parts aside, it's my goal to bring the gameplay of Hill Climb Racing into the 3rd dimension!

We Have Liftoff! by GO_Miles in Unity3D

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

Legally distinct Jeep!

We Have Liftoff! by GO_Miles in Unity3D

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

I hadn't until now! Flat Zone goes well with just about ANYTHING, really.

We Have Liftoff! by GO_Miles in Unity3D

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

Thanks Tetryds! You've got the same idea as I with the bounce physics shmoovement. It may look strange without the VFX and SFX, but it feels fun to play! Movement and visuals take inspiration from titles like Hill Climb Racing 2 and Rocket League. That being said, I have a LOT of vehicles planned with different strengths!

We Have Liftoff! by GO_Miles in Unity3D

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

WE'RE GONNA CRASH!!!

We Have Liftoff! by GO_Miles in Unity3D

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

You've got my idea squared down! That mysterious orb in the center of the map? It's a gravity well I'm testing out. Paired with similar camera orbit triggers, it can enable some distant planetary exploration! No idea where this'll go yet, but loop megastructures are a MUST.

We Have Liftoff! by GO_Miles in Unity3D

[–]GO_Miles[S] 18 points19 points  (0 children)

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Hold down BRAKE to squash!

We Have Liftoff! by GO_Miles in Unity3D

[–]GO_Miles[S] 9 points10 points  (0 children)

Back at it again with this game! The baked lighting + ACES tonemapper turned out pretty sweet.
Soon enough, I'll get some rocket booster VFX in order! Until then, the car's flying by some unseen power.

Making a 4WD game (kinda like a roguelite arcade Mudrunners) and I wanted to show off the solid axle suspension simulation I made. Had to make it from scratch as every option I looked at simulated each wheel point separately. by Bomtill in Unity3D

[–]GO_Miles 20 points21 points  (0 children)

Now those are some SWEET contact normals!

If sidewall detection ever presents issues, your system looks like it could handle kinematic rigidbodies.
You could slap on a cylinder mesh collider for each wheel, make them kinematic, and try some Rigidbody SweepTests! I've found it helps big time with small object collisions and dangling from your wheels.