v0.4.0 preview
Hello there! It has been a while.
I've been busy working on a big update: v0.4.0! And it will probably take a while before it's finished, but I'd like to tell you what I've done already:
- 2 new modes: Cruising and Turbo OutRun. Cruising is meant to chill out and just drive. There is no opponent, no time limit, you can choose if you want damage or not and the stages and corners are randomly generated. (It's not infinite though.) I'd like to add fuel consumption, but I need a sprite of a gas station.
Turbo OutRun is actually a "lite version" of the current original mode. It has pretty much all the original stages and opponent, but there is no damage and you get the upgrade screen from the original Turbo OutRun game.
- The original mode itself will be expanded with double the amount of stages, divided into 2 divisions. (Still working on the new stages.)
- I'm working on 2 new sceneries:
The snowy stage
A Belgian highway stage
It looks better in-game. ;-)
As you're looking at the screenshots, you may have noticed a couple of things:
- New gauges that resemble the ones from the original game! It has been requested before, but I didn't want to put the time in it... Until I started working on a side project for work. It needed gauges as well, and the code wouldn't work in the new project, so I had to program new gauges anyway. (There is still a little bug in it though.)
- New engine temperature bar, like in the original game!
- A big Chase HQ-like arrow above your opponent.
- All other UI stuff can now be activated/deactivated in the options menu.
- And I've made a new shadow system for the cars!
- Those guard rails are also something new. I wanted to make it look like superscaler sprites, but that meant that the sprites had to change depending on the angle. I took another approach and made them full 3d.
- For those who don't have a clue about car mechanics, I've added warnings like the ones in the Mega Drive version of Super Hang-On if there's something wrong with your car.
- Up next: you can change the difficulty and driving aids independent from the transmission. Choosing the automatic transmission or enabling the driving aids will lower your top speed. The 2 speed manual however is now much more fun, because I've boosted the amount of torque in the low gear.
- And while we're at it: you can also choose a song!
- Another addition is a progress screen before each race in the original mode. It shows you your current division, race, the amount of points and continues.
- You'll also be able to choose a resolution. For widescreen users there's an option to choose whether you want the UI spread across the whole screen (or 3 screens), or limit it to a 16:9, 16:10 or 4:3 ratio.
- Certain objects that previously didn't have a collider will now interact with you if you hit them. Like the arrow signs, they will fall down if you hit them.
- Oh and slipstreaming is now a thing. Don't expect some magical boost like in the game Slipstream. I've experimented with it and I don't think it's fun because it ruins the close racing.
- I've also fixed some stuff in the algorithm of the AI cars and made the rubberbanding of your opponent less obvious. I'm still about to overhaul the lane changing system.
So I guess I've pretty much covered most of it! Maybe I'm going to upload a test version of the current build so you can try it yourself.
Now I'm going to finish some of the stuff I've mentioned, add more stages for the original mode, and add some more sceneries.
Stay tuned!
Get Turbo OutRun Reimagined v0.4.1
Turbo OutRun Reimagined v0.4.1
Pseudo-3D cannonball rally
Status | In development |
Author | Sk1ds |
Genre | Racing, Simulation |
Tags | Arcade, Driving, outrun, pseudo-3d, Retro, Sprites, superscaler, turbo, Unity |
Languages | English |
More posts
- Paternity leaveJul 05, 2024
- v0.4.0: more updatesJul 02, 2024
- v0.4.0 test 2: rival avatarsJun 26, 2024
- Steering wheel & gamepads (test)Mar 18, 2024
- Steering wheel & other gamepadsMar 06, 2024
- v0.2.6b: stage 1 updateAug 28, 2023
- v0.2.4 Bug fixes, progress bar, ...Jul 26, 2023
- v0.2.3 Option menu & AI improvementJul 14, 2023
- v0.2.2: lightspeed bug solved!Jul 05, 2023
Comments
Log in with itch.io to leave a comment.
Wow,just WOW!!😱
Can't wait for a test-version😀
I've uploaded a test-version. 😉
JUST saw it tonight before i went to sleep ....what a rush...very nice.
just 1 remark, it seems that when racing without turbo activated it feels not as fast as previous versions esspecially in first stage.
could be becuz of more vehicles on the road.
anyway exelent progress.
btw, the opponent is one tricky Dude,cuz i was sure to win round 2, and then he passed me by lol
Hi Pascal!
There might be a couple of reasons for this.
- Choosing the automatic transmission and leaving the driving aids on will raise the aerodynamic drag by 18%. (Auto trans: 6% + ABS: 6% + traction control: 6%) This reduces your top speed. However, I'm suprised that you still seem to reach the top speed.
- You might perceive it as slower because I've added an extra option: corner sharpness. If you set this to 100%, corners are like they used to be: very sharp and intense. Turning this to the minimum of 50% will make the corners 50% less sharp. This doesn't affect the handling though, so you won't be able to go faster through the corners when you reduce the sharpness. That's why it may look like you have to go slower through the corners. Default is 85%.
- And finally: you've probably noticed that the stages are rearranged. The final stage of race 2 is now the final stage of race 1. Usually you've already upgraded 1 part by then. Now your car is still stock and you will go slower through that stage.
The core engine hasn't been changed, and traffic is still the same. ;-) The opponent however has less obvious rubberbanding, so as long as he is within a radius of 240 meters I believe, he is maintaining speed without slowing down for you when he is in front, or artificially catching up when he is behind.
You've also selected the intermediate difficulty, while it used to be easy when selecting the automatic transmission.
He passed you by because you slowed down when passing that traffic car. xD Ideally you maintained speed and went to the left of that car, instead of staying on its right side.
I've also noticed that you sometimes seem to brake while holding the throttle. Luckily you don't do it for longer periods, because it will overheat your brakes and wear them out faster. Better is to release the throttle and brake slightly less hard. ;-) Same effect, less wear.
Later I'm going to add more rivals and make them all act differently. Kris will be the nice guy that leaves room to prevent accidents and will less likely be annoyed when you try to block him, the rider will never get angry when you block him, because an accident might kill him, Jimbo is a racecar driver and Mr X is relentless, so when they see a gap, they will take it.
ah , i see, thanx for pointing that out.
Btw. The shader looks like sh*t on youtube, but looks awesome when i play it on the monitor.
Think youtube is compressing the video.
Anyway ,thanx for that awesome experience with the testversion.
It was around 5:00 am in the Netherlands, had not any sleep, BUT HAD TO PLAY IT....lol😅
Lookin out for further updates.
Keep up the awesome work👍
No problem! Apparently the Turbo OutRun mode didn't work, due to an empty overrided method after the introduction of the rivals. Now it should work!
I like all the things that I just read. Very exciting
Man I'm looking forward to this! Take your time tho ^v^