11:20 The game gives you control over your traction. You can reduce your traction to turn your ship without changing your movement direction. Essentially allowing you to pre rotate before an incoming turn. You can see this here. I tried doing this but it was very difficult indeed :D
Just a suggestion (after having played the most recent demo that have 4 circuits and 3 machines to play): Have you thought on implementing a feature based on Motorstorm Apocalypse and sort of F-Zero combined, where if you stop accelerating in the air you maintain momentum but cool down faster? To ad a bit of more complex decision.making on paths and in the air as well, maybe have more jumps on the traks to decide to cool the engine off. Loving the feel of speed, and that's made with Unity!
Glad you enjoyed the demo! It's an interesting thought, but the idea of not losing momentum when not applying thrust isn't intuitive to me, but maybe I'm misunderstanding.
@@ReclaimInteractive I meant velocity, or maybe not loose too much velocity. But would be nice to use air times to cool the engine off. Maybe I'm overstepping now, but would also love the fact that planets have different temperatures, or even some parts of the tracks have temperature variations. Windy high cliffs or over-water terrain and ice worlds are cooler than under the city or in-tunnel roads, not to speak of the volcanic world. But overall I am playing every once in a while the demo just to have some good times.
@@LeyoRaw Ambient effects among other track features IS something we've considered but will likely address later as the game matures. As for a jump-cooling, it would need a justification for it that I don't think exists - that doesn't happen in real life. If other games have added it, it seems arbitrary other than maybe the ship powerplant takes a break from downward force to repel ground contact.
damm this brings back memory's of XGRA extreme G racing association in the best ways, is even faster race classes and/or multiplayer on the cards as possibility's?
Faster? No. Top speed is going to top out around 1000mph for these guys under ideal conditions. There will be tougher tracks that feel faster though. As more multiplayer, we're going to have online functionality.
Was going to ask if you have a sonic boom effect, but I just realized that's only around 700 mph, which is too frequent in your game to feel like an achievement. Maybe clocking down the speedometer could fix that, but not sure if it's already at a realistic setting. Anyway, just spitballing. 😁
Yeah, everything in the game is to scale so we shouldn't just arbitrarily change that. We may have some subtle effects, or I may tweak some scaling overall. Something to experiment with.
@@ReclaimInteractive no worries. Loving what you've done so far. Oh, one more thing - not sure if adding more scrape sounds for the diverse terrain is an easy thing to add, but it would add to immersion. Sorry, I'll try to stop now. 😁