thomasmahler
Moon Studios
Newest Build:
September 22, 2015:
http://www.warsoup.com/files/superTurboDrifters01.zip
Windows only right now!
Video:
https://www.youtube.com/watch?v=bgvE1Mwepe8&feature=youtu.be
Controls:
Requires an Xbox Controller!
A: Accelerate
X: Break
RB: Drift
B / Tap A: Boost (only works when the Boost Bar has been maxxed through drifting!)
LB: Use Powerup
ESC / Y: Restart Race
Intro:
Alright, I think it's time to create a thread for this little side-project of mine, named Super Turbo Drifters.
This whole thing started this Christmas - I was thrilled about playing Mario Kart 8 with friends / family, but after a few sessions, we immediately went back to the glory of Super Mario Kart (This thread shouldn't be me shitting on MK8, since I realize it's a much better game than SMK for many, many people, but I'm kinda trying to figure out why it's not for me). But SMK only had a 2 Player Mode... and that sucks.
So I sat down over Christmas and quickly cobbled together a prototype in Unity, just to get a feel for how difficult it'd be to maybe create a small Local Multiplayer game for me and my friends.
Due to Ori and the Blind Forest, I didn't have as much time on it as I would've liked, but now I started dabbling with it again. And I thought it'd be cool to create a thread here on GAF in order to show early builds and let people participate in the development of it a bit.
I created a thread about Kart Racers here a while ago and already got some good feedback about what people like / dislike about current Kart Racers, which is what inspired this thread. Let's keep this thread clean and focus on the current state of Kart Racers and about Super Turbo Drifters development. I'll constantly keep this thread updated and will be posting new builds and more about the current state in this first post here.
Why another Kart Racer?
I always preferred Super Mario Kart over all the other sequels. Mostly simply because the game was still mainly about ones drifting skills, it was decidedly more 'hardcore', the tracks were a lot narrower and Nintendo hadn't yet introduced all the crazy powerups like Triple Red Shells, Bullet Bills, Blue Shells, etc. etc. Also, the Battle Mode was a hell of a lot of fun.
So what is Super Turbo Drifters?
So the whole idea about Super Turbo Drifters is to take a step back and create a Kart Racer that's fairly 'basic'. My main inspirations are Super Mario Kart, Diddy Kong Racing and Crash Team Racing. I want the core game to be similar to Super Mario Kart: 4 different cars, a bunch of racetracks, super tight controls and a design that's more about drifting, less about the powerups you get. So the whole idea is to 'just' do that (including 4Player 60fps Splitscreen): Create a decidedly simpler Kart Racer than the stuff that's out there right now and to get feedback from people who'd be interested in a game like that early on!
The current state (September 21, 2015):
- Right now STD is still in a super early prototype stage. I've used assets from other games (mostly music from Stunt Race FX and the little Mario Kart Powerup icons) to quickly get a feel for the game and to set up all the hooks. I'll obviously get rid of that once the game is further along Also, this build doesn't have any 'real' graphics yet: I just quickly modeled some stuff together. I know it looks ass, but that's not the point yet. For the final thing, I imagine a lowPoly look with gorgeous lighting.
- This prototype is mostly about getting feedback regarding the controls and to create the basic frameworks. I'd love to know how you guys feel about the handling. It takes some time to get used to it, but I actually like the controls a lot already, especially once you get used to drifting.
STD is all about drifting. You drift to fill up the boost bar, then you boost. And then you keep drifting again. That should look kinda like this:
But as a designer, you can't ever really trust yourself. So that's where you guys come in: Try this basic prototype and throw some feedback my way. If you have ideas, I'm all ears and will look into putting in as much stuff as is being requested here as possible - if it's sensible and fits
- The collisions are still all over the place. Yes, you can fall out of the track. If that happens, press ESC or Y on the Xbox Controller to restart the race. I'm not using Unitys PhysX on this simply because I want the controls to feel super tight and to have extreme control over it.
- I implemented a menu system that's not in this build yet, but I'm quite proud of how smart it is. It's using raycasting and allows me to easily add and remove things and it'll automatically update.
- I also added a global highscore system that stores the track record for every track - so now you guys can go highscore hunting!
- The checkpoint system has been completely revamped and should be super solid now. It figures out all of your checkpoins, laps you're on, whether you go forward or backwards on the track, it figures out your rank, etc. etc.
- I changed the drifting to do a little hop before the drift - Lots of people who I've seen playtesting requested that feature, tell me if you think it's an improvement!
- Note that this is a personal project. Super Turbo Drifters has nothing to do with my work at Moon Studios. This is just a little side-passion-project, so don't expect builds every other day. The idea is that this thread will keep going during its development so that I've got one place to post updates and get feedback.
- My track record is 00:54:22. See if you can beat me. Hint: Press and Hold A while the Countdown shows '2' to get a Turbo Start