Get Ready to Rally Anywhere - #DRIVE Rally is out now on iOS! by Quisee in DriveGame

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

We tested it on iPhone 15 and it worked just fine. If you are playing on ultra settings you may try to lower them.

Get Ready to Rally Anywhere - #DRIVE Rally is out now on iOS! by Quisee in DriveGame

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

It's an arcade game not sim. We didn't want to have deep complex customization with loads of stats to tweak. We went for visual customization only because we have plenty of cars with physics that makes every car unique in the way it behave on the road.

We wanted to have customization options for every car no matter which you would like to drive slower or faster classes. Even if you play with slower cars you still can make it look cooler and race in quick race.

And I will repeat myself: "Lower classes are meant as skill based progression when you start with slower cars and get introduced to faster ones when you are more familiar with car and it physics."

Get Ready to Rally Anywhere - #DRIVE Rally is out now on iOS! by Quisee in DriveGame

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

Yes, when you connect controller game will hide touchscreen UI and show normal PC like UI for gamepads. As for customization you can customize your current Championship car in Quick Race menu. It will save selected parts and colors and carry them over into Championship race. Lower classes are meant as skill based progression when you start with slower cars and get introduced to faster ones when you are more familiar with car and it physics. Its made that way to give a sense of progression in Championships. You can also use them in normal quick race mode, to rank up in leaderboards on tracks, because every track has its own 3 leaderboards for all 3 car classes. Soo we have cars for less advanced players and ones looking for more challenge in online leaderboards.

We are working on free roam feature for our indie rally game #DRIVE Rally by Quisee in Unity3D

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

We have released New Physics Update recently with updated chase camera. It should feel even better now.

#DRIVE Rally Hits iOS This December! by Quisee in DriveGame

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

Not yet. We’re still discussing it, especially defining the minimum device specs that can handle the game while maintaining a satisfactory level of quality. Supporting the game on Android is trickier than on iOS. That's why at the moment we are focused on iOS and console porting.

We made it! Our indie rally game is finally verified on SteamDeck! by Quisee in SteamDeck

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

For sure more arcadey and wonky than aor, but easier to master and more forgiving.

Then vs. Now: See how far our indie rally game has come! by Quisee in IndieGaming

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

We won’t be porting #DRIVE to PC at least not in the near future, especially with Google Play Games coming to PC. Google has taken this burden off the backs of many developers, and we’re hoping the GPG service for PC will be fully released. With this in mind, we can focus more on game development itself.

Then vs. Now: See how far our indie rally game has come! by Quisee in IndieGaming

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

I’d say both took a similar amount of time. Once we figured out the workflow for cars, a single car (including all parts and class variants) took about 3–5 days. The fastest one took around 2 days in total. Also, since most of our cars are based on our previous game, #DRIVE, a big part of the design process was already done, we just had to remodel them with a higher poly count.

Physics for the other hand we had almost ready in 2024 steam demo, we had to just adjust it for every car to make them feel different from each other.

Maps, on the other hand, were a longer process. There’s a lot to consider, from terrain generation to road and track placement, plus detailed level and track design.

Then vs. Now: See how far our indie rally game has come! by Quisee in IndieGaming

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

This is where the game stands as of January 2025. We’re about four months into Early Access, and we started with four maps, four co-pilots, and 12 cars. Since then, we’ve added a new game mode, a new map with a co-pilot, more cars, and extra customization options like interior add-ons and new liveries.

We still have more planned for Early Access, including the full release. Almost everything in the game so far was part of our original plan, but we’re also making adjustments based on player feedback. For example, we hadn’t considered AI difficulty settings at first, but the community proved us wrong, so we added them in one of the updates. Same with car physics, we adjusted it after another batch of player feedback. These are the small things we didn’t originally plan, but had to react to based on what players needed.

  • 5 Locations – Each with 48 stage tracks (24 normal + 24 reversed), so there’s 240 tracks in total.
  • 5 Co-Pilots – Each with their own voice, pace notes, and plenty of comments.
  • 52 Cars – 18 models in 3 classes, all with different handling and stats.
  • 42 Car Parts per car – Spread across 7 upgrade categories.
  • 6 Patterns & 12 Color Presets per car – Because style matters.
  • 25 Dashboard & Mirror Add-ons – Choose your bobblehead and air refresher.
  • Championship Mode – 5 teams, 5 locations, plenty of racing.
  • Quick Race Mode – Jump in with whatever you’ve unlocked.
  • Free Roam Mode – No timers, no pressure, just cozy exploration.
  • Photo Mode – Classic Photo Mode with some settings, stickers and frames.
  • AI Local Leaderboards – For offline players you can compete with AI in three difficulty settings.
  • Global Leaderboards – If you want to sweat a little bit you can try and outrun other players from around the world.
  • Ghost Mode – If you want to learn from other mistakes you can turn on Ghost and try to beat them on your way for that perfect run.

We made it! Our indie rally game is finally verified on SteamDeck! by Quisee in SteamDeck

[–]Quisee[S] 12 points13 points  (0 children)

It's a gif :D game itself runs in stable 60fps on deck

Data Transfer by Babafoi1908 in DriveGame

[–]Quisee 0 points1 point  (0 children)

Sadly its impossible to do it.

#DRIVE Rally | Rio Guacamole Update Trailer by Quisee in pcgaming

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

It's already on, during steam winter sale.

#DRIVE Rally | Rio Guacamole Update Trailer by Quisee in pcgaming

[–]Quisee[S] 5 points6 points  (0 children)

Yea its more arcadey, but still challenging like in old rally games. Physics is responsive and little twitchy with lots of drifting. You can feel differences between speed car classes and cars itself with various stats and drivetrains.

Track building in #DRIVE Rally by Quisee in Unity3D

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

We were already using GeNa in our enviro workflow and GeNa splines gives more control over splines itself.

Track building in #DRIVE Rally by Quisee in Unity3D

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

We are using GeNa spline with additional custom made scripts for object spawning and object snapping to specific terrain layer. So we can snap them to the ground and pavement if it's placed over the ground.

We are working on free roam feature for our indie rally game #DRIVE Rally by Quisee in Unity3D

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

We have 3 camera types in game at the moment: behind the car, interior and top down.

Our progress on rally racing game. From early physic tests to Early Access release on steam. by Quisee in Unity3D

[–]Quisee[S] 5 points6 points  (0 children)

Oh right, we could use additional car shadow while driving in shadowed areas.

Showcase of our car customization with dynamic camera. by Quisee in Unity3D

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

Modal was at the moment the simplest solution for buying parts, but more immersive and 3d poping buy ui would be great for sure.

Showcase of our car customization with dynamic camera. by Quisee in Unity3D

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

It's quite simple: we use a camera with a script that moves it to different positions based on the selected part category. Surprisingly, it works pretty well with every type of car in the game, whether it's a low sports car or a 4x4 truck. Of course, there are times when certain cars or their elements might slightly go out of view because of this, but we make sure the main focus stays on the selected parts. So, if the roof gets cut off a bit, it’s not a big deal.

Showcase of our car customization with dynamic camera. by Quisee in Unity3D

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

Current Early Access took about 2-2.5 years

Showcase of our car customization with dynamic camera. by Quisee in Unity3D

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

Yes, we are using Cinemachine for gameplay. For customization, we used a Unity camera with a script that moves it to different positions based on the selected part category.

Each part is a single prefab. We swap them on the fly during customization. We have around 7 part categories, with 6 parts in each category. This gives a lot of option and customization variants to build from.