V1.1 PostJam Update


Hi,

I made a few small changes to the game I made for the Acerola Jam 0. It's a bit of polish and some more content so I can show this to people without it being embarrassing. 

Unfortunately, I am focusing on my VR game so I didn't add any more upgrades or any story as I intended to do.

Changelog:

  • 2 New Environments
    • Sunset dessert
    • Rainy night
  • Improved Steering
  • Improved enemy AI
  • Visual polish

Files

V1.1.0 UpdatedVersion 65 MB
26 days ago

Get Drive

Comments

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(+1)

nice update! the driving is much more controllable now. there’s still some jank, especially with the camera, but overall great improvement.

Thank you, as of now my vr game is on hold because im having issues with meta so ill keep adding some small things to this game. Do you have any suggestions on how to fix the jank or any features you would like to see in a game like this ?

well, since you asked for it:

the main jank is the camera, especially the up/down rotation (pitch). I suggest adding some interpolation to the camera movement/rotation to smooth it out. and consider spawning the car on the ground so the camera doesn’t shake violently when the game starts.

hitting the curb makes the car freak out. rolling the car is really wonky. maybe a higher gravity would help. otherwise I think the suspension could use some more tuning.

it’s too easy to spin out — I like a challenge, but it’s rather inaccessible. maybe the starting max speed is a bit too high.

using a controller doesn’t work right for me. the triggers don’t do anything, and I have to use up/down on the left stick to accelerate/reverse. analogue steering works though.

I think the other cars are too aggressive, which leads to a lot of awkward situations. it’s cool to see other cars, but I think they would work better as “traffic” — I mean, I would prefer if they were passive obstacles, not active threats. I love the Burnout games, I just don’t think the “car combat” works as well in Drive.

it’s a bit weird to see the multiple copies of an aberration at the same time, effectively reducing the choice from 3 to just 2 or sometimes even 1.

some aberrations cancel out other aberrations, like aberrated clutch and aberrated wheels. it’d make more sense to me if there were some permanent consequences, like +15%/-10% instead of +/-10%.

the portal is a bit small and hard to hit sometimes. I think it would be nice if it was the same width as the road so it’s impossible to drive past it.

I’ve encountered an issue with the level generation where the road crosses over itself, making it impossible to proceed: image.png

issues aside, I think it’d be nice to see some more road variation — especially wider and narrower roads to play with leniency. another thing: there’s currently no real sense of progression, so crashing doesn’t really seem to matter in my opinion. maybe a simple scoring system and local leaderboard is all you need.

I hope you find this helpful, good luck!

Thanks a lot, did you use an xbox controller ?

well, not exactly. I use a Switch Pro controller remapped to act as a virtual Xbox 360 controller using reWASD. if I don’t use reWASD, my controller doesn’t do anything at all in Drive — which is normal, most games don’t support this controller, hence the remapping.

I don’t think I’ve ever had issues with this outside of Drive, but I realize I have a pretty weird setup… it might not be worth any investigation on your end. I can always remap the inputs on my end to get the intended button layout anyway.