Prototype Reveal For Windswept
I recently did a bunch of work on my Anti Gravity Racing Game 'Windswept'.
This game is different in that I aspired to make more of a pod racer style game as opposed to a wipe-out game dynamic. To bring in the feel of "racing" in conventional terms.
I'd love to know what you think.
Bern
This game is different in that I aspired to make more of a pod racer style game as opposed to a wipe-out game dynamic. To bring in the feel of "racing" in conventional terms.
I'd love to know what you think.
Bern
Thanked by 1tbulford
Comments
So, how would you characterise the difference between a "podracer" type game vs a "wipeout" type game?
From what I see it looks really wipeout-y. Without playing it it's kinda hard to say/see.
I noticed a camera movement independent of the cockpit when in the cockpit, is that player controlled? VR?
I feel Pod racer is more about open tracks where holding the line and utilizing your crafts strengths hold a closer relationship to track racing. Whereas wipe-out feels more like an arcade experience where power ups and zone management are more a required skill. I love both types of games.
The camera system has been developed for head tracking with the current V.R. hardware, I.R. motion tracking. I want to put the player in the cockpit and feel like they are in the craft, on the track! but still keep the 3rd person for those that prefer to race with thier craft in view.
Your trailer mentions IndieGogo, is this a funding campaign concept? If so, I'd strongly suggest moving the vehicle showcase to the end (or removing it altogether) as it's slow and you only have a limited amount of time with a campaign video to catch people as quickly as possible. Show them gameplay and why that gameplay is awesome ASAP, then support with what else you've got going in the game :)
Also, best thing about Pod Racer was squeezing through narrow gaps at crazy speeds and having alternate track paths. Are those in?
https://youtube.com/watch?v=FQmqcW1PDgc
I still feel like it's a minute-30 to long though. It starts getting quite same-y in the last minute for sure, or if it's not the same, it's difficult for the unfamiliar viewer (me) to tell the difference.
So, other things:
- It feels like you're missing an opportunity to time your scene switches to the major notes of the music track when the trailer starts. It feels a little off at the moment, like it was maybe trying to sync but missed it.
- I'm not sure the scale comparison is working for you. It seems like it takes a while (and the timing of things like that for people to absorb is tricky, always too long or too short, never goldilocks) and it's not actually relevant, if the ships were tiny and still handled like they do in the video it'd still be fun to play, right? I'd put that on a site or a campaign as supporting info, also, I'd make it compare to a T-rex because dinosaurs are badass ;)
- Are you planning to change the font used in the game? The current one really stands out from the futuristic vibe you've got going. If you need silhouetting to make it readable, a faded black poly behind it would feel a lot more modern instead of cartoony.
- Is there a reason the minimap spins and flips around like that? It's very visible in the first person mode. I'm not sure it's a great thing for the game feel, but maybe it's a purposeful thing?
Years ago I did the Linux port for Ballistics:
Although Windswept is obviously different, it does remind me, just a bit ... of that. That game was probably one of the most fun Linux ports I ever did and I kept having to force myself to focus on coding after realizing I'd just been playing for an hour - haha
I'm looking forward to seeing windswept's progress.
In terms of gameplay, I can't say much without playing. I like the way you camputre the sense of speed with the camera trailing back. Looks nice. I agree with @Tuism I don't particularly so on face value how it is not wipeout-y. You're explanation of the difference makes totall sense but just can't tell it through the visuals. I
I can't tell from the videos if you have plans to add gameplay/features/visuals that haven't been experienced before in this sort of game. It looks like you're managing to reproduce some of what made pod-racer or wipe-out great, which might be an awesome starting point.
I guess I'm saying I'm curious about what you are trying to make and where you are right now in relation to that.
@clive Damn, Ballistics feels like pure speed.
Try the Demo : https://bernardbell.itch.io/windswept
I hadn't read this thread yet, so didn't know you were going for Pod Racer vs Wipeout. The tracks and vehicles actually feel a lot more like Wipeout to me. This is both visually, and in the width of the tracks (openness of PR's tracks was mentioned above).
I only had a quick try with the keyboard, do you support controllers yet? With Wipeout at least, analog control (and that fantastic aerobraking system) was a huge part of the feel of the game.
On the design front, this is really funny, whereas both game have been an inspiration. I really wanted to make something that was not like either but incorporated the elements I enjoyed most (e.g. P.R, I love the speed and ability to use your boost tactically, in wipe-out I love the reward vs risk of pickups). It looks however (excuse the pun) that more elements have bled through from wipeout.
Thanks your for testing and your feedback!
After taking into account all the good crit from the first demo, here is the next test with the most requested changes to controls.
The ships are much more responsive and swimming has been fixed. Some new art assets and functionality.
Please give it a try and post your thoughts.
Thanks in advance!
Bern.
Get the demos (I left the first one up incase anyone wants to compare evolution) from ..
https://bernardbell.itch.io/windswept
Are you doing everything yourself?
I think you've done a great job with the racing itself. Controls are good and the sense of speed is awesome.
Something that I'd like to see would be some better feedback for when your shields are being used. Too often I landed up exploding after skating along the edge of the track without realizing it. Would be good to have some more obvious indication of you depleting your shields, while you can still focus on what you're doing. Seeing an actual shield around your ship would be really cool in my books.
My other wish was that I had more power ups to collect and use. I understand you've made a concious descision to go Pod Racer rather than Wipeout, but personally I know I'd love to have these vehicles some other things alongsid flying really fast.
Really stoked to see what you're doing! Looking forward to seeing where you take the game!
I'm especially excited by the idea of the co-op mode. That would make for something completely new in the genre!
I tookanother look at the demo, and regret to confirm that there definatelt aren't any shields showing up in the Mac build. Hope it's not anything too major that's acting up on that front!