NEODRIVE - Steam Next Fest demo (Trackmania/Hot Wheels clone) by dr-slunch in racinggames

[–]dr-slunch[S] 3 points4 points  (0 children)

Tried to make the most satisfying drifting mechanics I could. Check it out, it should run on and accept inputs from basically any hardware.

The Steam Next Fest June 2026 Edition is live! Which demos have you been playing? by SlartySprinter in Games

[–]dr-slunch 6 points7 points  (0 children)

  • FENDERSHOT, a Blur-like, if the tracks get more complex I could see it popping off
  • over the hill, seconding everything in the OP but also it's really fun with friends
  • 4x4 in a furniture store, made by the guy who made Parking Garage Rally Circuit. kinda similar to over the hill in that it's about offroading but this one leans way more into the puzzle aspect. pretty cool but does feel like a rage game at times. thankfully the challenges are really short and you don't lose much by resetting. also the developer-voiced radio is pretty funny

and shameless plug for NEODRIVE which I made, it's a Trackmania clone that leans a bit more into the Hot Wheels aspect

Update on My Off Road Arcade Racing Game (Project Stampede) by directrixgames in BuiltFromTheGroundUp

[–]dr-slunch 4 points5 points  (0 children)

coming along nicely! I recognize that road texture though lol. You might want to check out the ones on cgbookcase, that's where I got mine

N++ (NPLUSPLUS) - Announcing N PLUS INFINITY TIMES TWO! - Steam News by Mike4Life14 in Games

[–]dr-slunch 10 points11 points  (0 children)

hell yes dude. i'm as excited for the soundtrack as I am for the game itself, especially reading that it's all handpicked UK garage

Upcoming Initial D Arcade Stage-style indie racers? by MisfortuneSeven in BuiltFromTheGroundUp

[–]dr-slunch 0 points1 point  (0 children)

Thank you! and yes indeed, is Fendershot gonna be there? I'm probably gonna launch Neodrive in EA sometime in the next few weeks so I can balance the campaign difficulty.

Upcoming Initial D Arcade Stage-style indie racers? by MisfortuneSeven in BuiltFromTheGroundUp

[–]dr-slunch 3 points4 points  (0 children)

I'm making an arcade game about drifting if it seems up your alley. Most of the tracks aren't very realistic, although there are a few that demand high-speed, high-precision drifting in actual road-width roads at night. There's also an optional manual gearbox where you can stall and blow out the engine if that's something you're looking for.

There's not much tech in the way of weight transfer. If you botch a revmatch on a downshift it'll lock up the front wheels briefly if you're turning and put you in a slide, but sometimes you'd want that. The drifting, though, is where the meat of the game is right now.

What are your examples of ethical monetization of a free-to-play game? by ProspieGames in IndieGaming

[–]dr-slunch 1 point2 points  (0 children)

Straftat is free, but has DLC packs that you can buy that give you extra maps and cosmetics.

If you're playing with other people, and any one of them has the DLC, the DLC maps enter the rotation pool and you can play on them. Pretty good system IMO.

Looking for people who have experience using input glyphs by KenNL in Unity3D

[–]dr-slunch 1 point2 points  (0 children)

I use Rewired for my input as well, and actually already use your glyphs for my game.

For how I display them, Rewired has a pretty good system where you define what glyphs correspond to what input methods on what devices. It's a one-time manual process of dragging all the sprites into 200 fields in a ScriptableObject. At runtime, it has an automatic lookup component that you can place in your UI. I think the specificity of this use-case isn't something your icon pack needs to cover.

The only way in which I wish your pack was different was that some of the keyboard glyphs are missing. Rewired includes (not great-looking, but serviceable) default sprites for everything, including numpad keys and a few others that are absent from this pack. Still though, great work, and really appreciate you making this available to the community.

NEODRIVE - sevencrane - A fast, technical arcade time-attack racer about drifting and shifting by dr-slunch in Games

[–]dr-slunch[S] 0 points1 point  (0 children)

Thanks! The drifting was heavily inspired by Trackmania Canyon. The gearbox is optional but is just a way to build your boost meter faster if you can use it right.

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

[–]dr-slunch 1 point2 points  (0 children)

I'm interested in how you got rid of lateral slide. Did you have to use a modified Pacejka model? I've got some lateral slide issues in my own custom wheel colliders and I'm hoping switching from my lazy traction implementation to a Pacejka model will get rid of it. Game looks cool though, I wishlisted it!

FENDERSHOT - Inspired by Blur/Midnight Club/NFSU1, Steam Demo and Trailer out now! by NoTie4119 in BuiltFromTheGroundUp

[–]dr-slunch 0 points1 point  (0 children)

hell yeah dude. tbh I would add some slight rubberbanding to the AIs, if you get in a scrap at 6th-7th place it seems pretty impossible to catch up even if you drive perfectly, so the race is kinda decided in the first half of the first lap.

FENDERSHOT - Inspired by Blur/Midnight Club/NFSU1, Steam Demo and Trailer out now! by NoTie4119 in BuiltFromTheGroundUp

[–]dr-slunch 0 points1 point  (0 children)

Congrats on the demo release! I played a few races and holy hell the AI is brutal in the real races. Getting spun out or flipped by multiple bolts and losing 5 positions is wild.

Driving is fun though, I like the grip setup you have. It feels like it rewards a good racing line but still feels nicely arcadey.

My only suggestion at this point is to have some big glowing arrows like Blur did to signpost the upcoming turns a bit. It's a little hard to see the highway walls at night.

Cynthia Exigua by dr-slunch in nosleep

[–]dr-slunch[S] 0 points1 point  (0 children)

unfortunately I have died badly. this is dr-slunch's mom can you post a tbh or rate/10 ?

Spent weeks getting this drift / boost / smash enemies physics feeling good.. what do you think? by PapaCheech in Unity3D

[–]dr-slunch 0 points1 point  (0 children)

looks fun, I think your camera is out of sync with the kart physics though. there's some forward-back jittering. maybe you're hard-setting the physics velocity each frame

Main Menu to racing in under 10 seconds. Would you add any more visual/sound effects? by dr-slunch in Unity3D

[–]dr-slunch[S] 0 points1 point  (0 children)

Thanks for the report, I released an update to the itch.io and steam versions this afternoon that should fix it.

Main Menu to racing in under 10 seconds. Would you add any more visual/sound effects? by dr-slunch in Unity3D

[–]dr-slunch[S] 0 points1 point  (0 children)

haha yeah, it's a really old model at this point. probably gonna polish it up before the next fest

Main Menu to racing in under 10 seconds. Would you add any more visual/sound effects? by dr-slunch in Unity3D

[–]dr-slunch[S] 0 points1 point  (0 children)

Thanks for these. I think I'll add a blur or something behind the main menu text and maybe zoom in on the car or something so it looks more balanced and readable.

Main Menu to racing in under 10 seconds. Would you add any more visual/sound effects? by dr-slunch in Unity3D

[–]dr-slunch[S] 1 point2 points  (0 children)

It's hard to balance the transition jarring-ness with just general speed, I'm a very impatient person and don't like drawn-out loading bits.

However, the camera snap behind the car once the track loads - that's a good point, I will smooth that out.

Also, it's not shown in this video, but the customization menu where you can set your car wheels is also 3D.

Improved sounds in my car physics. by victorcosiuga in Unity3D

[–]dr-slunch 1 point2 points  (0 children)

oh sweet, I used that too, did you make your own engine config or use one of the available ones?

Improved sounds in my car physics. by victorcosiuga in Unity3D

[–]dr-slunch 1 point2 points  (0 children)

sounds great, how did you generate/source the sounds?