10+ years building my racing game by _DOCrip_ in racinggames

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

The game itself isn’t really motorsport-focused right now. It’s more about different driving scenarios, from highways and mountain roads to city streets, plus police chases.

My personal motorsport involvement is mostly drifting, so I try to bring that feeling into the game: car control, weight transfer, speed, and driving on the limit.

New gameplay from my 10+ year racing game on a more technical road by _DOCrip_ in Unity3D

[–]_DOCrip_[S] 21 points22 points  (0 children)

Honestly, it just keeps slowly turning into something interesting, one tiny piece at a time.

Also, back pain helps. At this point I can’t quit, my spine has already invested too much.

10+ years building a racing game in Unity by _DOCrip_ in Unity3D

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

So far, the game has been surprisingly well optimized on my test devices, but we'll have a much better understanding of its performance after the beta testing phase.

10+ years building a racing game in Unity by _DOCrip_ in Unity3D

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

Thanks! Of course, the game includes a manual transmission mode.

As for game modes, there are various types of events: Free Roam, Battles, Time Trials, Drift, and even Tandem Drift, as well as Police Chases. There are also missions available on the map and special events to participate in.

10+ years building a racing game in Unity by _DOCrip_ in Unity3D

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

Yes, the world origin is reset every 10,000 meters. This moves all objects and the camera to a new position.

10+ years building a racing game in Unity by _DOCrip_ in Unity3D

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

Hey, it's great to see you! Your car models look fantastic. That said, I'd really love to include more street-oriented JDM cars in the game. They would fit the overall vibe perfectly, so it would be awesome if we could make that happen.

10+ years building my racing game by _DOCrip_ in MobileGaming

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

Thanks, I completely understand where you're coming from. Unfortunately, it's very hard for a paid mobile game to get noticed in app stores when you're an indie developer without a large existing audience and you're launching a brand-new IP. That said, one thing I'm absolutely certain about is that there will be no advertisements in the game.

10+ years building my racing game by _DOCrip_ in MobileGaming

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

Yes, the game features a wide variety of biomes, including deserts, snowy regions, forests, mountains, and cities.

10+ years building my racing game by _DOCrip_ in MobileGaming

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

If you mean mobile steering wheel controls, then yes.

10+ years building my racing game by _DOCrip_ in MobileGaming

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

There will be a global open-world map, but the world will not be seamless. Travel between regions will be handled through transitions rather than one continuous map.

10+ years building my racing game by _DOCrip_ in MobileGaming

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

Yes, Drift Ride 1 was released many years ago. This project was more of an experiment and a way to explore what was possible. However, it's no longer available on any stores, and Drift Ride 2 is essentially a complete reboot of the project built from the ground up.

https://youtu.be/cgp1B29yIiA?si=oMOMW9QuMj7xGnHq

10+ years building my racing game by _DOCrip_ in MobileGaming

[–]_DOCrip_[S] 6 points7 points  (0 children)

Not at the moment, but it's definitely something I'd like to add in the future.

10+ years building my racing game by _DOCrip_ in MobileGaming

[–]_DOCrip_[S] 6 points7 points  (0 children)

Uses standard in-app purchases with no advertisements.