Toy Time Turbo by BadRAM

from intact to broken mere seconds after being removed from their original packaging, RC cars are a sight to behold! take control of your very own VIRTUALLY SIMULATED TOY and experience THREE TRACKS all in ONE TINY SETTING!
RC car driving game. controller strongly recommended. as there is no sound, please feel free to put on your favorite racing music. I recommend the daytona USA soundtrack.
Controls:
left stick / AD - steer
triggers / WS - gas/brake
A / Enter / Space - select
B / Esc - quit race
Github link:
https://github.com/BadRAM/TinyTimeTurbo/releases/tag/1.0
also dont forget to post your times in the comments!
Ratings
| Overall | 412th | 2.958⭐ | 26🧑⚖️ |
| Fun | 348th | 2.957⭐ | 25🧑⚖️ |
| Innovation | 491th | 2.318⭐ | 24🧑⚖️ |
| Theme | 239th | 3.478⭐ | 25🧑⚖️ |
| Graphics | 333th | 3⭐ | 24🧑⚖️ |
| Given | 21🗳️ | 24🗨️ |
The hardest part is to control the physics to really do what you want :laughing:
But I like that. :)
The art is decent and I had a lot of fun.
Good entry!
Good fun, i didn't mind the slippery feel of the cars, felt like maybe exaggerated daytona mechanics. Camera control with the right stick would be nice but not essential. Nice setting too, would have loved a chasm jump :b
Man does it feel good to successfully powerslide through a corner! I kept crashing though because I was looking at the backgrounds. It was extra cool when I realized I was racing under a bed (or a table? A bed I think!) and such. Gives a great sense of scale.
I thought this was quite fun!
first: 02:12:64
second: 02:21:66
third: 02:39:55
I'll probably take a look through your source files after and see how you configured your wheel colliders to get them to behave correctly. I had a heck of a time getting them to even resemble a working car so what you have here is amazing in my eyes. As for theme, I think you nailed it. Just a toy car on a track minding his own, such a fun game. Some tunes and sound effects would bring it up another notch but it is what it is, you can only do so much in the allotted time. Good job overall.
Possible bug: I noticed several times (after my several crashes) that trying to turn right while reversing simply wasn't happening often times.
Edit: Checking out your source files now. Your "wheelHit" script is missing from the repository but referenced in your anti-roll bar script.
But I still had fun while playing it. Even if the controls are that lose, it still feels good to keep the car under your control and it was fun trying to drift around the corners. Nicely done! :D
probably the most important thing I did to let the car go fast was moving the center of mass as far down as I could reasonably get it. it's practically in line with the wheels.
My main complaint is the fact that whenever you touch the border even at a very low speed the car does a 180° and basically destroy your chance to make a good score (so I won't share my terrible score). But I guess this is the difficuty of this game.
It took me a while to realize that the number in the middle is the speed.
The main issues I had:
* floaty controls need some fine tuning
* friction of the walls is too high, makes you spin on every contact
* at higher speeds the car seems to jump/rubberband. That's caused by physics happening in FixedUpdate in Unity. Interpolation, Camera Logic in Lateupdate and script execution order fix that easily.
The car model looks cool, and I like the hand draw wall textures.
I attempted both keyboard and controller, I wouldnt say there is a huge difference, its slightly better to steer with controller, but it still has the issue with hard turns. On my controller it was right stick to accel/brake though, which was a bit awkward. I'd recommend to only use LS and the 4 buttons if you can, since they tend to be mapped to the same axis for all controllers.
I may have tried to jump off the track at one point... unsuccessfully :(