Tires and Pitstops - Update to V0.2



Didn't imagine I would be updating this 4 years later, but here it finally is. This update brings a number of changes I wanted in the prototype, but never got round to do. It has been vastly improved in all areas to hopefully make it more fun and exciting. I wanted the game to have more strategy, almost like a serious simulation racing game, but with  driving mechanics of a casual racing game.

Summary of changes:

  • Tire wear (2 choices of tire)
  • Pit stops on all tracks
  • Improved car handling and physics
  • 1 New car model (Cruiser)
  • 2 New tracks (Sunset circuit & Gold Beach street circuit)
  • Tweaked 3 tracks. Condensed layouts and added small details
  • Improved AI plus added pit strategies
  • Car skid marks
  • Position, timings, and status onscreen
  • Minimap onscreen
  • Increased max racers to 24
  • Adjusted distance of camera
  • Tweaked main menu UI and race setup options
  • Added immunity for 3 seconds after racer resets
  • Formatted timings correctly. Including finished race results
  • Added defined different race lengths

Bug fixes:

  • Fixed bug where 2 racers finish race almost the same time, but one gets ignored and has to do another lap.
  • Fixed bug where only 1 custom car is available when returning to menu.
  • Fixed bug where AI resetting cars keep resetting

Changes in more detail:

Tire Wear and Pit Stops

One of the main ideas I had for this game was to add a layer of strategy. So ultra slick and regular slick tires have been implemented to create more interesting races. Ultras are faster, but wear faster. Regulars are slightly slower, but wear slower.  Plan your pit strategy and pit for fresh tires before they wear down to 0% health. Also the lower tire's health, the slower the car becomes. At 0% they are almost unusable.

Improved car handling and physics

This needed a major revamp. Adjusted so the cars are a little more responsive and turn far better. Before they felt like they were on ice and not really fun to drive. There may be more tweaks on this to come, as I try finding that perfect sweet spot.

On screen elements

With the new added strategy, more information on screen was a must, so you can plan as you go. All racers are now tracked showing their time delta from the player, or if they are in the pit, have finished, and their current tire. This should help give an clearer understanding of the race as it unfolds. Also a minimap was implemented for extra data.

Improved AI

The AI has had a revamp to be smarter with a better racing line. Also at lower difficulties they will make more mistakes. This is an area that will receive constant improvements because its such an important part of the experience. They also follow pit strategies for each map or pit if their tire health is too low.

Tweaked tracks

The original 3 tracks have been changed and condensed. Milestone circuit has been cut down a bit to around 30 seconds per lap.  But Castina River circuit (Originally named Riverhill pass) has gone through major changes to now be under 30 seconds a lap.  I found any track over a minute to be too big and boring because the racers spread out too much. This game suits compact tracks where you are not far from another racer. Lots of track details were added to each too, to give them their own unique identities. They will be continuously updated as I develop the graphical style, moving away from the prototype design. So expect them to have plenty more details to come.

2 New tracks

Sunset Circuit - I wanted a small easy track as the starter track. Milestone was supposed to be this, but felt it was too big. This new circuit is almost an oval, but the chicane makes it a bit more exciting.

Gold Beach - The first city street circuit. First half is quite easy, but gets a little technical near the end.

Some of the major updates that are yet to come include rain with wet weather tires, damage system,  team races, local multiplayer, championship modes, and improved (plus more) track and car designs.

Feel free to provide any feedback and suggestions. This'll help me with development.

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Comments

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Gave the game a try, and between what I've played and seeing this devlog for future plans, it looks promising, so I'll be keeping an eye on it. 

Some ideas I'd like to share: Since the core of this game's strategy is focused around tires, maybe track temperature is another element you could add. Also (maybe you've already considered this), having options for conditions to change mid-race could also make the strategy aspect more interesting.

(+1)

Thanks for the feedback. I have added a basic weather system in the latest update, so that definately adds more strategy. I will definately look into track temperature too.