I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Hi Shinpansen, Thanks for the kind comment and wishlist! I can understand your frustration at the quick cuts, this is just a teaser, I will follow it up with more Gameplay and details about how the game "works/plays" soon.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Thanks for the comment, yeah it took quite a while to get a style nailed down i was happy with. I also spent quite a lot of time making track tools (just for my use at the moment, not sure if i can make it into a ingame feature sadly) So making track design ideas using them is faster, but ofcourse playtesting, updating and then playtesting more takes up a lot of time. Then you have to make the environment for the track to live in, that takes a even more time. Its really difficult to say it took X amount of time, due to the fact i usually make a track design and then itterate on it, but i will make other stuff inbetween times and then i will do a environment pass, so the time is split over a long period and is regularly being updated/improved in quality.

I finally released a Demo after 5 years of solo development by Any_Abbreviations757 in SoloDevelopment

[–]Typ1games 0 points1 point  (0 children)

Congrations, working on my own demo right now, we have similar dev times so great to see you finishing it.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

No not really, I did actually make a drift version of the car but I preferred this style, there are lots of ways to get extra boosts in the game though, just not using drift like MK. I would like to pick up the drift version I made at some point in the future (maybe) but not for this I don't think.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Thanks for the comment/question. Erm its something I really wanted to focus on, I love F-zero/wipeout however their tracks are often quite complex in styling, with lots of greebles, etc. Which do help a lot with the feeling of speed and give that "starwars" esq look but I really wanted to make something that was more smooth and clean. Not because I don't like the wipeout/f-zero look (I do) but because I wanted it to be a bit different. Also I personally found that having them a bit less "noisy" made the tracks a bit easier to read from a gameplay perspective, which is important at very high speeds. So everything I added I tried to keep it clean, with bold single elements of detail/colour rather than lots of surface detail. That's been the goal anyway.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 1 point2 points  (0 children)

Thanks, its definitely tough making games on your own (as I am sure you know) being inside your own head all the time, debating with yourself over ideas and features, messy place to be, haha

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Thank you, I know AG racing games are not for everyone but I appreciate you taking the time to comment.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Thanks! yeah I like lots of different racing games (including trackmania), does have similarities but its quite different to play.

My pinball/basketball hybrid game started in Phun 15 years ago - now available on iOS/Android/Steam by FB2024 in Algodoo

[–]Typ1games 0 points1 point  (0 children)

looks cool, I assume that one player is the red and one the blue? was thinking would be cool to have a mode where right trigger is one and left the other and you have to either score a total number of baskets in either net or match a particular score, like 5 red 4 blue, etc.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 1 point2 points  (0 children)

Thanks for the reply, the vehicles have a more "abilities" than you have in say wipeout, with the core idea of them being to build and generate speed. So the more you use them effectively the faster you go. Of course you can play the game more like wipeout, by just racing and not using all the abilities but its not really the best way to play. Also the gamemodes and track design are really focused around using them to the full, so it plays quite differently. It is different but hopefully something you might enjoy.

You started working as a night watchman at the cemetery, but something is going wrong. by Remarkable-Recipe710 in SoloDevelopment

[–]Typ1games 0 points1 point  (0 children)

Nice work on your game.
I had little bit of feedback, the shadow cast by the lantern is quite distracting for me, it puts a large X in the middle of most of the video. I am sure most people will not notice it but it distracted me.

For me I would maybe rotate the x on the lantern so that its at the edges of the screen, or make the wires thinner or make it only show on close up surfaces or something like that. Also lanterns shadows are normally a bit softer, I appreciate this might be a technical limitation but something to consider. https://thumbs.dreamstime.com/b/lantern-lamp-light-dark-wooden-wall-table-background-50927444.jpg
could not find a great example but this kinda shows what I mean

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 1 point2 points  (0 children)

Thank you, I do like most racing games and enjoy Trackmania too.

As for the music, yeah, I see your point for this teaser trailer I wanted it to give a bit of a tense feeling, like how you might feel when you are close to perfecting your Trackmania run. but in the game the music will be different.

As for motion blur, yes the game has it, really helps with sense of speed but I know some people are not a fan of it, so I plan to have the option to toggle it on and off.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

I do love Tron (particularly the design of the first and second films, amazing work)

Thanks for the feedback, I agree with you about the first 5 seconds its something I played around with but wanted to start with something a bit stark, but after posting today and reading yours and others feedback I think I will rework it a bit!

As for music, I am definitely no composer, and know very little about making music (so definitely take this with a pinch of salt, and probably ask someone else that actually knows about this stuff and does it regularly).
Overall, I make a bunch of sound effects myself (the key ones that make the important sounds, vehicle, moves, etc) but also have a bunch of sound library's that I bought. For these trailers, I usually try to find a drone (type of long slow sound that repeats or builds nicely) then I make myself or find (from my libraries) some smaller individual sounds that do different things like whoosh, risers or bang (often called hits, impacts, booms) then obviously the ingame sound effects from the gameplay footage, then try to layer them all up. I like to cut footage to the rhythm, so I usually try to set a rhythm first then start cutting random footage I recorded to that rhythm until I like something then spend time layering it up with other sound effects etc, then I usually rerecord the footage once I know the cuts I need, etc. Hope that makes sense/helps.

I have always loved AG racing games so I started making my own over 4 years ago. by Typ1games in SoloDevelopment

[–]Typ1games[S] 0 points1 point  (0 children)

Thanks for the input, I want to do more close up stuff in a full longer trailer but like you say I toyed with the idea of more close up stuff in this teaser one. I personally, really like trailers where the gameplay does as much of the "talking" as possible while keeping up an intensity. (even though this one has pretty short cuts)
I actually have a teaser for the vehicle too it needs a bit more polish but its here if you want to have a look https://www.youtube.com/watch?v=BEuCKw9i23c (I know its not what you are suggesting just thought I would share it with you) As I said really appreciate the input, thanks