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Alpha TRF - Drift Racing (0.4.1 Released, Track Builder Update) 09.02.19

Discussion in 'Work in Progress' started by O.Stogden, Jan 17, 2019.

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  1. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Hello everyone!

    I have decided to release an early Alpha version of my game in order to get some feedback on what people like or don't like about it, ideas on what should be changed or added.

    You can check it out and download it HERE!

    Changelog and Screenshots are at bottom of this post.

    Like I said, this is a very early alpha release. There are bugs and some features are currently locked out. It's purely to get feedback on how the game is right now, this game is far from finished.

    Features of the current build:
    • 5 Prebuilt Tracks
    • Track Editor
    • 2 Game Modes (Race and Elimination)
    • 1-4 Player Races, 1-8 Player Elimination, local multiplayer only
    Controls:
    • WASD/Arrow Keys - Drive
    • Left Thumbstick - Steer
    • RT/R2 - Accelerate
    • LT/L2 - Brake
    • Space, A(Xbox), X(PS) - Fire Weapon
    • F, L3 - Toggle Headlights
    • R, Y(Xbox), Triangle(PS) - Reset Car
    • Editor controls are shown upon entering editor
    • CTRL - Toggles currently viewed car in editor, useful for testing AI in your tracks.
    Known Bugs:
    • Cursor may sometimes disappear in fullscreen
    • Reports that higher resolutions may scale the UI wrong.
    • Some bugs with certain placeable objects in the track editor
    • In mid-tournament level select, text disappears when cursor isn't on a level.

    I hope you enjoy, any feedback is welcome, I get that a fair amount of it will be criticism given the current state of the game.

    You can follow me on Twitter to keep up to date with developments.

    Join my Discord to offer suggestions, chat about the game, or just chat in general.

    SCREENSHOTS:
    [​IMG]

    [​IMG]

    [​IMG]

    -----------------------------------------
    0.4.1 - Released 9th February 2019
    -----------------------------------------
    ADD: 8 cars are now in the game. Currently randomly assigned to players.
    ADD: Added a concept of a large track using the new editor abilities.
    FIX: Fixed a bug related to the pathing system when in a race.
    FIX: Fixed a positioning bug caused by the new pathing system.
    FIX: Fixed a crash related to loading a level with no path points.
    FIX: Fixed unclickable UI buttons related to zooming in editor.
    -----------------------------------------
    0.4.0 (Track Builder Update) - Released 8th February 2019
    -----------------------------------------
    ADD: Added the ability to add/remove/move path points in the track editor.
    ADD: Added the ability to set a target AI speed for path points.
    ADD: Added a little border to some of the editor HUD.
    ADD: AI will now work while testing in the editor when the track has an AI path.
    ADD: Holding "SHIFT" makes the camera move faster in the track editor.
    ADD: You can now zoom out (mousewheel) to 20% when in the track editor.
    ADD: You can now press CTRL while testing in editor to change which car is being viewed.
    REMOVE: Wall objects, except tyre walls, have been temporarily removed from the editor until their collisions can be fixed.
    CHANGE: Track builder now uses same cursor as rest of game.
    CHANGE: All 4 tracks have had their racing lines optimized.
    CHANGE: Buildable area in the track builder more than doubled.
    CHANGE: Changed the grid in the editor to be a bit nicer.
    CHANGE: Updated help page in editor with new information.
    CHANGE: Editor help page is no longer shown everytime you enter the editor, only the first time each boot.
    CHANGE: Nitro & Boost Pads now boost you in the direction you're facing, rather than direction you're drifting.
    CHANGE: Car sprite has been changed, more will be added at a later date.
    CHANGE: Changed the way FPS is calculated back to a more accurate version.
    FIX: When loading tracks in the track editor, environments are now loaded correctly.
    FIX: Exiting testing should no longer crash in the editor.
    FIX: Fixed some issues with the scaling in the editor.
    FIX: Fixed a lighting crash while testing in the editor.
    FIX: Fixed a crash related to weapons firing while testing in the editor.
    FIX: Can no longer reset car while testing a track in the editor.
    FIX: When testing, cars will now be rotated and placed correctly.
    FIX: Can now move the view across all of the track builder.
    FIX: Grid now properly covers the editor room.
    FIX: You can now click menu buttons when in fullscreen. *Facepalm*
    FIX: Lighting now works correctly in fullscreen.
    FIX: The "OK" text in the track editor settings menu is finally centered.
    FIX: Removed some debug test from the options menu.
    FIX: Fixed a duplication bug in editor that could cause a crash.
    FIX: Removed debug text from diagonal track pieces.
    -----------------------------------------
    0.3.1 - Released 31st January 2019
    -----------------------------------------
    REMOVE: Removed incline/decline track pieces from the editor.
    REMOVE: Multiple redundant sprites/sounds removed to improve file size and loading times.
    CHANGE: Changed how the game is packed.
    FIX: Gamepad users can no longer spam reset, fixes car physics bug. (Thanks Walky)
    FIX: Crash that could occur on the race results/tournament standings screen (Thanks Walky)
    FIX: Buttons now play hover sound when hovered over in gamepad mode.
    FIX: Buttons now highlight when hovered over in gamepad mode.
    FIX: "Invisible mouse" removed, the cursor is the only object that can control menus (Thanks Walky)
    FIX: Map preview in level select now finally works for gamepad users.
    FIX: Bug that could occur when entering track builder as a gamepad user, prevented further gamepad input.
    -----------------------------------------
    0.3.0 (Car Physics Update) - Released 29th January 2019
    -----------------------------------------
    Car physics have been completely reworked.
    ADD: Reset button added, R on keyboard, Y/Triangle on gamepad. (Thanks Walky)
    ADD: AI reset if no movement detected in 2 seconds.
    ADD: AI now brake if entering a tight corner at high speed, results in more consistent AI.
    CHANGE: Volume of tyre squeal is now affected by speed.
    CHANGE: Gamepad deadzone lowered from 50% to 20%. (Thanks Walky)
    CHANGE: Default display mode is now fullscreen.
    CHANGE: Braking with gamepad is now analog.
    CHANGE: Brake values adjusted.
    FIX: Tyres now only squeal when on tarmac.
    FIX: Cursor is now locked to screen, prevents invisible cursor when using gamepad. (Thanks Walky)
    FIX: Brake lights now visible even when headlights are off. (Thanks Walky)
    FIX: Brake lights now visible when braking with gamepad.
    FIX: Player selection now always visible in main menu and lobby. (Thanks Walky)
    -----------------------------------------
    0.2.0 (The Sound Update) - Released 25th January 2019
    -----------------------------------------
    ADD: Added car engine sound.
    ADD: Added tyre skidding sound.
    ADD: Brake lights added.
    ADD: Positional audio for all sounds, and working in split-screen.
    ADD: New sound effect for clicking menu buttons.
    ADD: New sound effect for hovering over menu buttons.
    ADD: 1 New Track Added.
    ADD: Basic background added for Neon environment tracks.
    CHANGE: Volume of music lowered slightly.
    CHANGE: Volume of all sounds increased slightly.
    CHANGE: Music volume is changed in real-time as you adjust.
    CHANGE: Skidmarks are now aqua instead of black on Neon environment tracks.
    FIX: Fixed a crash upon returning to lobby.
    FIX: Lights are now properly removed with the car.
    FIX: Gamepad users can now toggle headlights with left thumbstick.
    FIX: Gamepad users can no longer trigger weapon cooldown when having no weapon.
    FIX: Cursor is no longer visible during race.
    FIX: Keyboard player can no longer toggle other cars headlights.
    FIX: SFX and Music volume sliders should now show correct volume.
    FIX: Buttons in the editor should now play sound when clicked.
    FIX: Change map button now plays sound when clicked and highlights when mouse is over it.
    FIX: All sounds are now properly adjusted with the sound volume.
    FIX: Pausing now stops sounds.
    FIX: Skidmarks are no longer displayed above cars.
    FIX: UI now correctly positioned in mid-tournament level select.
    FIX: Tournament standings image no longer cuts off part of tournament standings table.
    -----------------------------------------
    0.1.3 - Released 19th January 2019
    -----------------------------------------
    FIX: Fixed crash when attempting to test/create path in editor.
    FIX: Spawn positions correct for any oriented startline.
    FIX: If editing a completed track, couldn't create a path for it.
    -----------------------------------------
    0.1.2 - Released 19th January 2019
    -----------------------------------------
    ADD: Lighting system has been added to the game.
    ADD: Headlights have been added to cars. Press F to toggle.
    ADD: Weapons now have lighting associated with them.
    ADD: Weapon pads now have lighting.
    ADD: Time of day selection has been added to lobby.
    FIX: Not every tree is a Sakura tree.
    FIX: Game could think there was 1 additional player.
    FIX: Crash related to unimplemented gamemode in split-screen.
    FIX: P1's screen should now be displaying correctly in split-screen.
    -----------------------------------------
    0.1.1 - Released 18th January 2019
    -----------------------------------------
    ADD: Sakura Tree added to editor.
    ADD: 1 new track added. (Thanks SamSam)
    CHANGE: Strength of brakes halved. (Thanks Naxirian)
    CHANGE: Map is now changed by clicking the "change map" button in lobby, not the map preview.
    CHANGE: Level select buttons have increased in size to accomodate larger track names.
    FIX: Diagonals no longer crash when placed in the track editor.
    FIX: Ambulance no longer crashes the game when saving a track in the editor.
    FIX: You can no longer push ambulances.
    FIX: Elimination mode should no longer crash at the end of rounds.
    FIX: Changing pages in level select when having a large amount of tracks now works.
    FIX: Fixed a crash that could happen when saving a track with no corners.
    FIX: You can no longer save empty tracks, at least 1 track piece must be placed.
     
    Last edited: Feb 10, 2019
  2. SamSam

    SamSam Member

    Joined:
    Oct 11, 2018
    Posts:
    56
    Hey,

    The gameplay is very promising. The handling of the car was hard at first, but once I got the hand of it, it began to be really fun. I built a round track and just had fun drifting around.

    I think the game will really be cool with the gamefeel features, like powerful motor sounds, screen shakes and particles. Even maybe a camera that zooms in and out depending on the speed or when you are dealing with traps.

    Maybe a first level with walls near the road would be a good thing. I may prevent new players from completely get out of the track and get frustrated since the AI is pretty hard to beat.

    Are you going to leave the possibility to turn around while not going forward like a tank ? If you do so, you'd maybe want to change the car skins for something more fictional, to avoid gameplay/universe inconsistency.

    Good luck !
     
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  3. O.Stogden

    O.Stogden Member

    Joined:
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    Posts:
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    Version 0.1.1 has been uploaded, changelog in the spoiler below.

    -----------------------------------------
    0.1.1 - Released 18th January 2019
    -----------------------------------------
    ADD: Sakura Tree added to editor.
    ADD: 1 new track added. (Thanks SamSam)
    CHANGE: Strength of brakes halved. (Thanks Naxirian)
    CHANGE: Map is now changed by clicking the "change map" button in lobby, not the map preview.
    CHANGE: Level select buttons have increased in size to accomodate larger track names.
    FIX: Diagonals no longer crash when placed in the track editor.
    FIX: Ambulance no longer crashes the game when saving a track in the editor.
    FIX: You can no longer push ambulances.
    FIX: Elimination mode should no longer crash at the end of rounds.
    FIX: Changing pages in level select when having a large amount of tracks now works.
    FIX: Fixed a crash that could happen when saving a track with no corners.
    FIX: You can no longer save empty tracks, at least 1 track piece must be placed.

    I'm glad you enjoyed it, the car is supposed to be a little difficult to drive, I wanted drifting to be a core part of the game, rather than just a realistic racer. So judging the angle to approach corners and how much you need to steer to get around the corner fast are some of the main mechanics.


    Very much agree, the weapons need more work on the particles to show you've been hit, as sometimes it's not always clear. And some effects and camera movement would really help the sense of speed I think. Thanks.

    A new version of the game (0.1.1) has been uploaded, it contains a new track which might help. Although I think now I should have built it a bit wider, but it does have walls to prevent you from flying off into the trees.


    The turning while stationary will probably stay in, as I think it helps you get out of tricky spots, going for a realistic turning circle would cause problems given the games arcadey style I think. However I'll bear it in mind and have a look at similar games in the genre to see how they handle it.
     
    SamSam likes this.
  4. O.Stogden

    O.Stogden Member

    Joined:
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    Posts:
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    Hey everyone,

    0.1.2 and 0.1.3 were released today, 0.1.3 after some bugs were introduced with 0.1.2.

    They're available to download at the usual place.

    Here's the changelog for the two versions:

    -----------------------------------------
    0.1.3 - Released 19th January 2019
    -----------------------------------------
    FIX: Fixed crash when attempting to test/create path in editor.
    FIX: Spawn positions correct for any oriented startline.
    FIX: If editing a completed track, couldn't create a path for it.
    -----------------------------------------
    0.1.2 - Released 19th January 2019
    -----------------------------------------
    ADD: Lighting system has been added to the game.
    ADD: Headlights have been added to cars. Press F to toggle.
    ADD: Weapons now have lighting associated with them.
    ADD: Weapon pads now have lighting.
    ADD: Time of day selection has been added to lobby.
    FIX: Not every tree is a Sakura tree.
    FIX: Game could think there was 1 additional player.
    FIX: Crash related to unimplemented gamemode in split-screen.
    FIX: P1's screen should now be displaying correctly in split-screen.

    The most noticeable introduction was the addition of a lighting system, which has allowed me to add a Time of Day option to the lobby, meaning all tracks can now be played at Dawn, Day, Dusk or Night.

    Other notable fixes are that starting lines can now be oriented any direction and they'll work, and split-screen is now working again, not sure how it got broken without me noticing.

    If you encounter a bug in these new releases, I'd be very grateful if they're reported, and any criticisms you have are more than welcome.

    Here's a couple of screenshots of the new lighting system:

    [​IMG]

    [​IMG]
     
  5. O.Stogden

    O.Stogden Member

    Joined:
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    Posts:
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    Just a note to say I am aware of the crash that happens after a race in the 0.1.3 build. There are also a couple of issues with gamepad controls right now, such as activating the weapon cooldown when you have no weapon, no way of toggling headlights and inability to use the pause menu. These have all been fixed in 0.2.0, which will be the next release.

    0.2.0 is mainly a sound update, and will add sound effects to the game, engine and tyres, and will also add positional audio, which will mean you won't hear the AI firing a weapon from the other side of the track. This is taking a bit longer as I can't use the GMS audio emitter system, as that doesn't work very well when you have split-screen games. The volume of music has been slightly lowered as I thought it was a bit over-powering.

    Brake lights have also been added to the game, and lights are now properly destroyed along with the car they belong too.

    There will be an additional track included in the next release.

    I plan on releasing 0.2.0 this weekend, or early next week.

    I would still be grateful of anyone playing 0.1.3, despite the after-race crash, to let me know what they think of the game so far.
     
  6. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Hello everyone!

    The 0.2.0 update is here, primarily focusing on sound!

    It is, as always, available to download HERE!

    A bunch of things were added, changed and fixed, perhaps most importantly, positional audio was added, so the volume of audio drops off as the source of the sound gets further away from the player. I had to make my own script for this as the audio emitter system doesn't really work well for split-screen games, so it took a little longer than I thought.

    Also there was a lot of fixes, including all of the fatal crashes that I am currently aware of, so it should be a much more stable experience.

    Full changelog here:

    -----------------------------------------
    0.2.0 (The Sound Update) - Released 25th January 2019
    -----------------------------------------
    ADD: Added car engine sound.
    ADD: Added tyre skidding sound.
    ADD: Brake lights added.
    ADD: Positional audio for all sounds, and working in split-screen.
    ADD: New sound effect for clicking menu buttons.
    ADD: New sound effect for hovering over menu buttons.
    ADD: 1 New Track Added.
    ADD: Basic background added for Neon environment tracks.
    CHANGE: Volume of music lowered slightly.
    CHANGE: Volume of all sounds increased slightly.
    CHANGE: Music volume is changed in real-time as you adjust.
    CHANGE: Skidmarks are now aqua instead of black on Neon environment tracks.
    FIX: Fixed a crash upon returning to lobby.
    FIX: Lights are now properly removed with the car.
    FIX: Gamepad users can now toggle headlights with left thumbstick.
    FIX: Gamepad users can no longer trigger weapon cooldown when having no weapon.
    FIX: Cursor is no longer visible during race.
    FIX: Keyboard player can no longer toggle other cars headlights.
    FIX: SFX and Music volume sliders should now show correct volume.
    FIX: Buttons in the editor should now play sound when clicked.
    FIX: Change map button now plays sound when clicked and highlights when mouse is over it.
    FIX: All sounds are now properly adjusted with the sound volume.
    FIX: Pausing now stops sounds.
    FIX: Skidmarks are no longer displayed above cars.
    FIX: UI now correctly positioned in mid-tournament level select.
    FIX: Tournament standings image no longer cuts off part of tournament standings table.

    1 new track has also been added to the game, using the Neon track environment for the first time. It's not quite where I want it to be visually yet, the track pieces don't align quite as well as I'd like, and the background is basic as I've been trying to find a background that fits in with the Neon theme whilst not being hard on the eyes. So it's something I'll improve over the coming updates.

    Here's a screenshot of the new track (during nighttime):
    [​IMG]

    Future 0.2.# game versions will be focused on improving the current feature set.

    0.3.0 is planned to be an update to the track editor, to make it easier and more user-friendly, as well as fixing some bugs that are definitely present there.

    Any feedback is much appreciated!
     
    sitebender likes this.
  7. Walky

    Walky Member

    Joined:
    Oct 13, 2018
    Posts:
    42
    Nice!, I love old-style racing games like Super Speed and Super Off Road.

    Some feedback:

    - I do feel something's off with the controls. Maybe changing the car's rotation speed based on forward speed or on how "drifty" the car is might help? I think that might give the car more weight. Continuous rotation at the same speed feels a little like a spaceship sometimes.

    - Another thing to try would be differentiating front/back wheels drifting and move the rotation center proportionally to the front or back of the car accordingly.

    - Not an expert on drifting mechanics so take the above suggestions with a grain of salt.

    - Brake lights would look nice and feel like additional car feedback (I though they were already implemented, but I can't see them in 0.2.0).

    - On the neon track, the car's lights could leave neon traces.

    - The player controls selection overlay becomes invisible after coming back from the options menu or track editor (but it still works).

    - Any way to control player 1 with a gamepad? It's automatically assigned to player 2.

    - Is there a particular reason why analog controls only allow for two rotation speeds instead of being proportional?
     
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  8. O.Stogden

    O.Stogden Member

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    Thanks, I had it like this and decided to keep so that you and the AI could get out of a situation where you were facing an object, as there's currently no way to reverse and I never got around to adding it. But I will add reversing in the next update and look at changing the drift physics.

    An oversight on my part, they are implemented if you press F (or left thumbstick) or you play a track at night time where your lights are turned on. However they are invisible if your lights are turned off currently, even when braking.

    Neon tracks are very much a work-in-progress, as I mentioned in the previous post, even the track pieces aren't final. I'm also looking into rewriting the lighting engine so I can get the track pieces to light up in the dark, as it doesn't look right when playing at night time. I changed the skidmarks from black to aqua so they looked more futuristic, and I'll play around with light trails to see if they could work. Thanks.

    Yes, I keep noticing this and always forget to make a note of it, it'll be fixed in 0.2.1. Thanks!

    Player 1 is assigned the keyboard at launch so people can just go ahead and play and not get confused about having to join. If you press ESC on the keyboard (Should say so at the bottom) it should drop you out so there's 0 players. Then press A on the gamepad you want to use and it should set Player 1 to use that gamepad. The menus will then be controlled by the analog stick and the A/Cross buttons.

    The analog controls are proportional. There is a deadzone applied however so the steering starts at about 30% and it's probably hard to tell much difference beyond that point, this is because Xbox 360 controllers have very poor centering and if you don't have a fair amount of deadzone they'll steer on their own, I had to apply an overly generous amount to make them work well. PS4 and XBO controllers probably fair much better, and I will try lowering the deadzone and adjusting the code to find a good balance.

    Thanks for all that feedback!
     
    Walky likes this.
  9. Walky

    Walky Member

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    Oct 13, 2018
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    I tried again and, indeed, it's analog just as you said, sorry for the confusion. Starting at 30% seems like a bit too much for fine controls, though, but I'm sure you'll find a good balance (I'm using an XBox 360 controller).

    Thanks for the clarification on how to change the controls, I'm on a 768p screen so the bottom overlay was not fully visible at first, and when going to the options menu to change to fullscreen it was gone.

    BTW, I noticed that when using the gamepad with Player 1 the mouse cursor doesn't update (it's invisible but it works), this doesn't happen with Player 2.

    Have you considered a "reset car" button in case the player gets stuck?
     
  10. O.Stogden

    O.Stogden Member

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    Thanks for this note, I only have a 1920x1080 screen, and haven't really tested on other resolutions. My friends use 2560x1440, so again, this hasn't cropped up in my private testing.

    I hadn't noticed this, however some code was changed to make the cursor invisible during the race and a lot of adjustments were made to gamepad controls, it's possible something went wrong in the process. I'll have a look.

    I hadn't until now, but I'll add it in the next update. I'll also make the AI respawn, as currently they can get a little stuck on trees.

    Thanks a lot for all your suggestions and notes, very helpful.
     
  11. O.Stogden

    O.Stogden Member

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    Just an update on progress so far, rather than a new release.

    Ok @Walky , all of your suggestions except the light traces on Neon tracks have been added to the game or changed.

    As for the cursor being invisible when switching to gamepad controls, I believe this is because you were playing in windowed mode and your mouse was probably not over the game window when you switched to gamepad, thus obj_cursor was outside of the visible area and you couldn't see the cursor. This is what happened to me anyway, but the cursor can no longer leave the game window, so it should be fixed.

    I have rewritten how the physics works, turning strength is lowered at very (very) low speeds, and prevents turning when stationary, and quickly builds up as you reach a low speed, then as you reach a high speed, it begins to fall off. This means you may need to reduce your speed a little to tackle corners in the next release. Also when you're not accelerating, the car can still turn a bit and take corners, instead of just drifting off. This isn't a viable way to corner, as the game is built around drifting, but it does look a bit more realistic than before.

    To account for all of these changes, the AI now calculates the angle of the turn it needs to do, and will brake to adjust its speed accordingly, meaning it should fly off the track less and it seems to improve their lap times a little.

    A reset button has been added, mapped to R for keyboard users and Y/Triangle for gamepad, it'll reset you to your last valid track position (last track piece you were on before skipping/falling off the track). AI will now also use this feature, if they haven't been able to move for the past 2 seconds, they'll reset themselves. This greatly reduces the AI getting a DNF result from getting stuck on a tree. You are ghosted out from collisions for 2 seconds after a respawn.

    Gamepad deadzone I found out was actually set at a ridiculous 50%, I'm not sure why I had it set to this. It has now been reduced from 50% to 20%, and it handles much nicer with a gamepad now. Braking was also for some reason either 0% or 100% when using a gamepad, it will now activate from 10% to 100%, same as acceleration.

    Some lighting and sound errors are also fixed, such as brakelights being invisible with the headlights off, and tyre squeals happening when you're driving off road. Player selection is now always visible when in the main menu or lobby.

    Just posting this update here as I won't be releasing this version right now. 0.2.0 seems to be reasonably stable, despite a few bugs that I'm aware of, so I don't feel the need to rush an update out unless a fatal error is reported.

    Because of this, I'll skip the 0.2.1 release, and the next release will be 0.3.0. The 0.3.0 release was meant to be an update to the track editor, as it contains some buggy objects, and isn't very user-friendly. However I feel an update to the AI is necessary for people to truly be able to build what they would want to in the editor. So 0.3.0 is likely going to be an AI update, with 0.4.0 being the editor update.

    Feedback is still welcome on 0.2.0, especially for features you'd like to see added.
     
  12. Walky

    Walky Member

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    Awesome! looking forward to try 0.3.0.
     
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  13. O.Stogden

    O.Stogden Member

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    I've decided to upload 0.3.0 now as the physics update. I was going to wait, as I said above, but I feel like the change in physics and the slightly improved AI and bug fixes are worth a release.

    0.3.0 can be downloaded here!

    Also the next update will be a while after this, I'm making a racing line editor in the track creator, so once you've specified the track order by driving the track in the path editor, you can then manually adjust the racing line to optimize it how you like. This is especially important if you want to put obstacles ON your track, as right now the AI pathing is very simple and just follows path points placed in the center (or on the inside of corners), which means they'll hit straight into tyre walls placed in the middle of the track for example.

    However this is obviously going to take a bit of time to add, and means modifying the current pathing system and adding a whole new system in for moving path points, having multiple path points per track piece, inserting track points in the middle of the path (if you want a part of your track to have more complex AI than the rest). I'm also adding a feature to allow you to specify a speed that the AI should aim for at specific parts of the track. If you have a tight chincane for example, you may want them to travel at a lower speed so they can successfully navigate it.

    You will still need to make the AI follow the track, as if you skip track pieces, the positioning system and anti-cheating system will kick in and they will not be able to finish a race.

    Without any further a-do, here's the changelog for 0.3.0, which is available to download now, HERE!

    -----------------------------------------
    0.3.0 (Car Physics Update) - Released 29th January 2019
    -----------------------------------------

    Car physics have been completely reworked.

    ADD: Reset button added, R on keyboard, Y/Triangle on gamepad. (Thanks Walky)
    ADD: AI reset if no movement detected in 2 seconds.
    ADD: AI now brake if entering a tight corner at high speed, results in more consistent AI.

    CHANGE: Volume of tyre squeal is now affected by speed.
    CHANGE: Gamepad deadzone lowered from 50% to 20%. (Thanks Walky)
    CHANGE: Default display mode is now fullscreen.
    CHANGE: Braking with gamepad is now analog.
    CHANGE: Brake values adjusted.

    FIX: Tyres now only squeal when on tarmac.
    FIX: Cursor is now locked to screen, prevents invisible cursor when using gamepad. (Thanks Walky)
    FIX: Brake lights now visible even when headlights are off. (Thanks Walky)
    FIX: Brake lights now visible when braking with gamepad.
    FIX: Player selection now always visible in main menu and lobby. (Thanks Walky)
     
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  14. Walky

    Walky Member

    Joined:
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    Posts:
    42
    Nice! the handling is much better now.

    I found a few bugs:

    - I got the following error after playing with a gamepad and pressing the spacebar when the race was finished:

    Variable obj_gamestate_hud.poslisthuman(100994, -2147483648) not set before reading it.
    at gml_Object_obj_gamestate_hud_KeyPress_32

    - Spamming the car reset button reduces the max speed. Spamming it more reduces it to crawl levels.

    - I can move the cursor with the analog stick, but it's only visual. UI is triggered by an invisible, mouse-controlled cursor.
     
    Last edited: Jan 30, 2019
    O.Stogden likes this.
  15. O.Stogden

    O.Stogden Member

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    Posts:
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    Finally managed to replicate this by pressing "A" on the gamepad on the race results screen, then switching to pressing SPACEBAR on the keyboard on the tournament standings screen. That variable isn't initialized or used on the gamepad, and it is initialized and used when using the keyboard, so it causes problems if you switch between the two on those 2 screens. I'll get it fixed, but should be fine if you use the gamepad or keyboard for both the results and the standings screen.

    This was a known bug and I had fixed it, but only for keyboard users. There's supposed to be a 2 second cooldown on the reset, you shouldn't be able to respawn while you're ghosted out, however it seems I forgot to add the cooldown code to the gamepad, meaning you can reset over and over and multiply the physics properties, which means the friction and weight of the car becomes very high.

    If it hasn't become apparent by now, I do most of my testing on the keyboard, and I don't always remember to test the gamepad controls out, glad you're catching these. Will make sure to test the gamepad controls a bit more thoroughly next time.

    The orange cursor you move will click on buttons if you press the A button on your 360 controller. However it is only an object, the invisible mouse can still be moved around as that's part of Windows, and I can't really stop that, however I will add code to stop the invisible mouse from clicking on or highlighting objects when P1 has selected gamepad as their input, to make sure that the gamepad is the only actual way to control the game.

    Thanks for the feedback, I'll get on fixing these and have a bugfix out for the weekend.

    EDIT: 0.3.1 is out now, available to download at the usual place, changelog below:

    -----------------------------------------
    0.3.1 - Released 31st January 2019
    -----------------------------------------
    REMOVE: Removed incline/decline track pieces from the editor.
    REMOVE: Multiple redundant sprites/sounds removed to improve file size and loading times.
    CHANGE: Changed how the game is packed.
    FIX: Gamepad users can no longer spam reset, fixes car physics bug. (Thanks Walky)
    FIX: Crash that could occur on the race results/tournament standings screen (Thanks Walky)
    FIX: Buttons now play hover sound when hovered over in gamepad mode.
    FIX: Buttons now highlight when hovered over in gamepad mode.
    FIX: "Invisible mouse" removed, the cursor is the only object that can control menus (Thanks Walky)
    FIX: Map preview in level select now finally works for gamepad users.
    FIX: Bug that could occur when entering track builder as a gamepad user, prevented further gamepad input.
     
    Last edited: Jan 31, 2019
    Walky likes this.
  16. O.Stogden

    O.Stogden Member

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    Posts:
    117
    Hey everyone.

    Just a quick update as I haven't posted in almost a week.

    I had created a new dynamic AI pathing system during Friday and Saturday, however by Saturday night I realized that although it had the nice function of being dynamic and adjusting itself, meaning track creators didn't need to create their own racing lines, it ended up just being too inaccurate, and when dealing with even basic chicanes/slaloms, it kept hitting the walls.

    So during Monday and today, I've been working on the original plan. You still drive the track to create the track order, which will place basic path points on the track that the AI will aim for.

    However now, when in the path editor mode, you can click on path points to move them around, you can also click on the line connecting the two points in order to insert a path point and create a more complex path, such as if you want a corner to have 4 path points instead of just the default 1, if it requires the AI to be a specific point in the corner in order to tackle the next part of the track for example.

    There is also a speed adjustment UI element added to the path editor, which means when you have a path point selected, you can choose a number between 0-100, how fast the AI should approach that point. Setting it to 50 for example, would mean the AI would drive at half speed at that point, which is useful if you're preparing for a tight or complex part of the track, where the AI need to be slow to tackle it.

    I'll also be revamping the editor in general, making it easier to use, adding more features, fixing bugs, and allowing AI in the test mode, so you can test your racing lines without having to save and then enter a proper race through the lobby.
     
    Walky likes this.
  17. O.Stogden

    O.Stogden Member

    Joined:
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    Posts:
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    Just another update on the track builder update coming next.

    I've pretty much finished adding the new system, it just needs a couple of UI bugs sorting out and it's probably ready to be released, hopefully this weekend.

    Here's some stats for you:

    OLD AI (The preset AI before you edit Path Points):
    ⦁ Neon Raceway Best Lap: 39.0
    ⦁ Neon Raceway 5 Lap Average: 3:19.0

    ⦁ Sakura Raceway Best Lap: 23.0
    ⦁ Sakura Raceway 5 Lap Total: 2:00.5

    ⦁ Track 1 Best Lap: 26.5-27.0
    ⦁ Track 1 5 Lap Total: 2:25 or so

    ⦁ Track 2 Best Lap: 30.5
    ⦁ Track 2 5 Lap Total: 2:42ish, although most AI DNF

    NEW AI (I spent about 5 minutes or so editing the path points for each track):
    ⦁ Neon Raceway Best Lap: 38.3
    ⦁ Neon Raceway 5 Lap Total: 3:16.0

    ⦁ Sakura Raceway Best Lap: 22.7
    ⦁ Sakura Raceway 5 Lap Total: 2:00.0

    ⦁ Track 1 Best Lap: 25.5
    ⦁ Track 1 5 Lap Total: 2:15.5

    ⦁ Track 2 Best Lap: 25.5
    ⦁ Track 2 5 Lap Total: 2:16ish, all AI finished.

    As you can see, when I manually edited the path points, as well as adding in some new ones for more complexity, the AI performed better on all 4 tracks currently in the game.

    Sakura Raceway sees the least benefit, because driving around the track and bouncing off the walls is a valid way to go fast, although it has the risk of spinning you out if you hit the wall at a poor angle.

    Neon Raceway is pretty much a flat out circuit, very wide track, sweeping corners, so manually editing path points doesn't help much here, all that I managed to improve on was stopping the AI cutting a corner quite so much and hitting an inside wall, which lowered their lap times by approx. 0.7 seconds.

    Track 1 and 2 however are different, these tracks both have tight/technical parts to them, which is what the new pathing system is made to help with.

    Track 1 features 2 sets of 4 corners in quick succession, in the old system, the AI frequently went off into the trees and got stuck or at least were slowed down. This does still happen on occasion, as it's a tight track with lots of cars, but now we can lower the target speed of the AI at certain parts of the track, I've made them slow down for the corners, meaning they're much more in control, and generally stay on the track, this means that they get stuck less.

    Track 2 saw a massive improvement. Track 2 is a fairly large track, and is very tight throughout, using the new pathing system, I was able to bring the path points closer to the inside of the corners, this meant the AI drifts tighter into the corners, and doesn't skid off the outside of the track, as it was frequently doing. 2 points of the track have lowered speed targets, these are at the end of the 2 straights, as the AI were flying into the corners and skidding off the track, now they slow down and take the corners usually without going off-road. This dramatically cut down on the DNF's happening from cars being stuck in the trees. It took about 6 or 7 minutes to edit the points, and it lowered the average lap time for AI by 5 seconds.

    There are also some quality of life improvements to the editor as well. The help page for instance, only shows for the first time this boot, so it won't reappear everytime you load a track in the editor, or exit the editor to play a track and then re-enter.

    You can now use the mousewheel to zoom in/out whilst in the editor. Holding SHIFT also makes the camera move faster in the editor.

    The maximum track size has increased from roughly 5000x4000 to roughly 12000x12000, perhaps we'll see a new track take advantage of this?

    Testing tracks in the editor now spawns AI, so you can see how they handle the track without having to leave the editor. Weapons are disabled when testing. And a few bug fixes related to testing too.

    I noticed in 0.3.1, that you can't actually control the menus in fullscreen, this has been fixed, but it does make 0.3.1 difficult to access.

    And a ton of other bug fixes, mainly related to the editor, but also some lighting and UI fixes too.

    I should have the new version out by Sunday, a full changelog will be posted then.

    If you wish to play 0.3.1 and are stuck in fullscreen, navigate to: C:\Users\>usernamehere<\AppData\Local\The_Race_Factory and open data.ini, then change Fullscreen=1 to Fullscreen=0
     
    Walky and Japster like this.
  18. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Hey everyone,

    I quietly released 0.4.0 yesterday, however I found some bugs within a few minutes of release, so decided not to make a post and try and fix these bugs before announcing the update, so the version now is 0.4.1.

    DOWNLOAD IS AVAILABLE HERE FOR V0.4.1

    This contains a massive update for the track editor, mainly the ability to modify AI racing lines, as well as more than doubling the maximum track size, meaning you can make some huge tracks. A track concept is available to drive in 0.4.1 which shows off the new track size. Also a ton of bugs within the editor were fixed, although I am aware of a couple that remain, such as the "name track" dialog box not following view properly when zoomed out.

    Quality of life improvements also featured, you can now zoom out in the editor using the mousewheel, you can hold SHIFT when moving the camera to increase how fast the camera moves, when an AI racing line is set, AI will now drive the track while you're testing, to let you see how well they handle the racing line. Pressing CTRL during testing lets you toggle which car you're looking at, so you can always keep an eye on the AI as they drive your track.

    Aside from this, all 4 tracks that were in the game have had their racing lines optimized using the new editor, as explained in my above post, and the Nitro weapon and boost pads have changed a little, so when used, they boost you in the direction you're pointing, rather than in the current direction you're sliding.

    Here's the full changelog for 0.4.0 and 0.4.1:

    -----------------------------------------
    0.4.1 - Released 9th February 2019
    -----------------------------------------
    ADD: 8 cars are now in the game. Currently randomly assigned to players.
    ADD: Added a concept of a large track using the new editor abilities.
    FIX: Fixed a bug related to the pathing system when in a race.
    FIX: Fixed a positioning bug caused by the new pathing system.
    FIX: Fixed a crash related to loading a level with no path points.
    FIX: Fixed unclickable UI buttons related to zooming in editor.
    -----------------------------------------
    0.4.0 (Track Builder Update) - Released 8th February 2019
    -----------------------------------------
    ADD: Added the ability to add/remove/move path points in the track editor.
    ADD: Added the ability to set a target AI speed for path points.
    ADD: Added a little border to some of the editor HUD.
    ADD: AI will now work while testing in the editor when the track has an AI path.
    ADD: Holding "SHIFT" makes the camera move faster in the track editor.
    ADD: You can now zoom out (mousewheel) to 20% when in the track editor.
    ADD: You can now press CTRL while testing in editor to change which car is being viewed.
    REMOVE: Wall objects, except tyre walls, have been temporarily removed from the editor until their collisions can be fixed.
    CHANGE: Track builder now uses same cursor as rest of game.
    CHANGE: All 4 tracks have had their racing lines optimized.
    CHANGE: Buildable area in the track builder more than doubled.
    CHANGE: Changed the grid in the editor to be a bit nicer.
    CHANGE: Updated help page in editor with new information.
    CHANGE: Editor help page is no longer shown everytime you enter the editor, only the first time each boot.
    CHANGE: Nitro & Boost Pads now boost you in the direction you're facing, rather than direction you're drifting.
    CHANGE: Car sprite has been changed, more will be added at a later date.
    CHANGE: Changed the way FPS is calculated back to a more accurate version.
    FIX: When loading tracks in the track editor, environments are now loaded correctly.
    FIX: Exiting testing should no longer crash in the editor.
    FIX: Fixed some issues with the scaling in the editor.
    FIX: Fixed a lighting crash while testing in the editor.
    FIX: Fixed a crash related to weapons firing while testing in the editor.
    FIX: Can no longer reset car while testing a track in the editor.
    FIX: When testing, cars will now be rotated and placed correctly.
    FIX: Can now move the view across all of the track builder.
    FIX: Grid now properly covers the editor room.
    FIX: You can now click menu buttons when in fullscreen. *Facepalm*
    FIX: Lighting now works correctly in fullscreen.
    FIX: The "OK" text in the track editor settings menu is finally centered.
    FIX: Removed some debug test from the options menu.
    FIX: Fixed a duplication bug in editor that could cause a crash.
    FIX: Removed debug text from diagonal track pieces.

    And a screenshot showing the large track concept that's present in this version, it has no decoration objects or weapon pads in it yet, as I mainly designed it to show off what you can do with the available size. I'll update it as new versions come out however, and it should feature as a track in the final game.

    [​IMG]

    To give you an idea of scale, this track takes approximately 3 minutes, 10 seconds to drive a lap.

    Thanks for reading, and I hope you enjoy this new update, available at the usual place.
     
    Last edited: Feb 9, 2019
  19. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
    42
    Good job, love the vehicle physics. It has that 'just one more go' factor, which is a good sign.
    Reminds me of a game i had on the Amstrad which was super addictive. The Amstrad game had oil slick on some tracks which made things interesting on corners, maybe this could be a feature.

    Do you have any plans for track width editing or split track lines so the player could take more than one route ?
     
    O.Stogden likes this.
  20. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Thanks a lot, yeah I had to tweak the car physics a bit to get them right, wanted it drifty without being overly floaty. Hope I got there.

    Oil slick was the 2nd weapon I added to the game, after the Bolt. However it was removed as I had trouble making the AI cope with it as well as players could. However the code is all there in the game, and I could play around with it and see if it could be re-added. Or as you said, perhaps as an object in the track editor that people can place.

    Track width editing is currently done via the "Scale" buttons in the editor, either 75%, 100% or 125% scale. Track 1, 2 and Sakura Raceway use 75%, whereas Neon Raceway uses 100%, you could make a track even wider than Neon by using 125% scaling. Scaling can cause a few issues with alignment though, so I'm trying to keep an eye when issues crop up.

    If you mean change between multiple widths during the same track, that's a bit difficult right now, but I could add a track piece that could align to connect a 75% to a 100% track piece for example, to let players narrow/widen tracks.

    As for split-paths, this would be difficult right now. The positioning system relies on detecting your current track piece, so I would need to rewrite that. Also the way AI racing lines are generated would need to be rewritten. It MAY happen in the future, but I wouldn't make any promises.

    Thanks for checking out the game and the feedback/ideas, much appreciated!
     
  21. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
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    np, it's going in the right direction.
     
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  22. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
    42
    [​IMG]
    1) (above bug image) I had a single editor path point on the track editor, tried to delete it and this bug.
    2) (above bug image) Same error when i tried to save a completed track in the editor complete with race path.
    3) Minor issue with placement of the 'back button' on high resolution screen 2560x1440 at the main menu, button gets higher.
    4) After being asked to drive the car around the track during path creation, the gridded edit screen was trying to
    scroll sideways at the same time as i was trying to drive the car to make a race path.

    The menus seam solid, but mouse clicking the buttons seams unresponsive in places. Sometimes having to click two or three times to open a drop down in the editor for example.
    Hope this helps, if not already known about :)

    Suggestions:
    • Maybe remove the skid marks on night tracks and just have the cars rear light trails showing instead.
    • Maybe set up a surface for track decals, so car skid marks remain on the track permanently during a race.
    • Weather conditions.

    edit - playing on PC btw, using keyboard/mouse
     
    O.Stogden likes this.
  23. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Thanks for the feedback.

    1 & 2. I wasn't able to replicate this bug, and it seems an odd bug to happen, as forward_x and forward_y are always together, and x is before y, so I'm confused as to why it's having an issue with forward_y but not forward_x. I've messed around in the editor a lot, creating and deleting path points, spamming buttons while in test mode, but wasn't able to make it crash. Not to mention obj_fire_fly is the car object, so if the car didn't exist at that point, I don't know how it could throw an error...

    3. Thanks for this, I don't have access to any display above 1080p, so it isn't possible for me to test how the game works on 1440p or 4k screens, so it's very useful to have people test on higher quality displays.

    4. You mean the editor view was moving whilst you were trying to drive? I presume you are using WASD for driving? I tried to replicate this also, by holding down W/A/S/D while clicking on the create path and test track buttons, but the view always stuck to the car once it was created.

    For bugs 1, 2 & 4 you might be doing things in a way I haven't, or doing a sequence of events that eventually causes an error in the game. Unfortunately that makes it very difficult for me to track down what's gone wrong for that error to happen.

    I just checked the drop down arrow for editor mode select and it seems the collision for the cursor is a few pixels off, I'll get it fixed in a bugfix soon.

    I'll look into light trails, they might be difficult to pull off with the lighting engine, but I'll see if I can do something with it.

    Permanent skidmarks I tried once before, as the skidmarks are actually a particle, not a sprite/object, it caused tremendous slowdown after a few corners of them being permanent, but I could probably make it more efficient. My experience with surfaces is minimal, but I'll have a check.

    Weather conditions are planned (as you can see in the lobby, there's a weather setting I believe), however I decided to focus on other things before getting round to it, the lighting engine for instance, I felt was needed before I could add proper weather effects.

    Thank you very much for this feedback, I'll keep trying to replicate the bugs and see if I can fix it.

    EDIT: If anyone fancies making a track in the track builder (provided it doesn't crash) and upload it somewhere and link it to me, I might include it in the final game. :)
     
    Last edited: Feb 12, 2019 at 9:53 AM
  24. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
    42
    I'll report back if I can routinely trigger the bug.
     
  25. O.Stogden

    O.Stogden Member

    Joined:
    Jul 25, 2018
    Posts:
    117
    Hey Sn3akyP1xel,

    I literally found the bug about 4 hours ago when testing Elimination mode, which is currently quite buggy, but noone seems to play it so I haven't really been keeping it as up to date as the rest of the game.

    I'm not entirely sure why it happened, but it shouldn't happen anymore.

    Still haven't found out why the view scrolls in the editor while testing though, as I can't replicate that.

    A little update on progress made since last release:

    A crash caused by the player car spawning in editor/elimination mode has been fixed, the save track dialog buttons in the editor now work with zooming, attempting to place 2 start/finish lines in the editor no longer results in a crash.

    An option to change the amount of cars has been added to the lobby, although this is still a Work-In-Progress, I should have added it and tested it during tomorrow. You can choose between 2-8 cars to be present.

    When travelling at high speed, it is no longer impossible to steer, just difficult.

    A track piece has been added which transitions between 0.75 and 1.00 scale, and 1.00 and 1.25 scale straight track pieces, effectively allowing players to narrow/widen the track.

    Elimination mode bugs should also be fixed and the mode should be fully working in the next release, it currently has a couple of fatal crashes in 0.4.1, and for some reason you can respawn facing the wrong direction sometimes.

    New music should be added.

    A credits button in the options menu will be added in the next release.

    Thanks for all the feedback.
     
  26. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
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    Nice, had no crashes on latest play test apart from with the known bugs.
     
  27. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
    42
    bug report - powerups stopped working.
    Played track 1 and finished the race, started the track to play it again and the powerups were collected but wouldn't release.
     
  28. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
    Posts:
    42
    [​IMG]
    just finished Neon Raceway, hovered over track 2 button and game crashed.

    Edit update -
    This bug can be triggered by moving the cursor between the various track selection buttons really fast :)
     
    Last edited: Feb 15, 2019 at 12:37 AM
    O.Stogden likes this.
  29. O.Stogden

    O.Stogden Member

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    So you could pick up the power-ups from the weapon pads, but couldn't fire them? Did the power up icon appear at the top of the screen to say what weapon you had?

    Thanks, this is the same bug as what happens when you place 2 start/finish line track pieces in the editor. It's caused by the previous track not being deleted before the new one is loaded in this case, resulting in 2 start/finish lines existing at the same time, which the game doesn't like. This is fixed in the next update.
     
  30. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
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    Ignore the powerup bug, keyboard error at my side.

    While on the topic of power-ups. I was trying to shoot the Bolt weapon to destroy Gates and Mines. Could be a nice touch?
     
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  31. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
    Mar 13, 2018
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    new bug -
    Crashed into tree on the grass, reset to track and this is what happened next:
    [​IMG]

    Like the car suddenly weighed 10 tonnes, other cars were bouncing off and i couldn't drive above 2mph.
     
    O.Stogden likes this.
  32. O.Stogden

    O.Stogden Member

    Joined:
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    Thanks for that suggestion, might make the Bolt a little more useful, as it doesn't affect AI much right now.

    Had a similar bug caused by resetting a while ago, but that was caused by spamming the button and therefore multiplying the physics properties, which shouldn't be possible anymore. I'll have a look into this, thanks.

    Also might be an idea to edit older posts to add info to them if noone else has posted in the meantime. Posting multiple times in a row in a short period of time is against forum rules. :)

    As a quick update on what I've been working on:

    Basically the whole positioning, track numbering, path creating system is being changed again. This will hopefully make it easier to understand, more flexible, and allow for more features in the future. But it's taking ages and requires doing work on things I thought I was finished with, so it'll be a while before the next update.
     
  33. Sn3akyP1xel

    Sn3akyP1xel Member

    Joined:
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    noted.

    Fairly hard to break the game tbh, just needs a polish. Look forward to the updates.
     

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