It’s really procedural generated endless racer in cyberpunk city with tuned sport cars?
If yes, here! Take my money!
Red_Icnivad
I’d focus on getting the driving physics a little bit more realistic. That thing’s sliding around like it’s got wheels made of hockey pucks. Plus, the whole turning while mid jump thing is a bit problematic. As for cyberpunk elements, needs more neon signs, especially ones hanging over the roads, like you see in denser parts of Aisa.
0ne-man-shooter
controller support is a must for racing games
Unhappy-Hope
The car looks too modern. Either invest into something futuristic looking, or cover it up in graffiti and trash to make it look punk.
The city looks too clean and lifeless. Since there seems to be more flying cars in the sky than on the road, you can make the road ill-maintained and partially collapsed, if it’s possible having junkies run into the road and get crushed. Combat events like gangsters attacking the player could be fun, but it’s a lot to ask.
Having cool backgrounds like a spaceport, orbital elevators or giant holographic figures. The world should be a character, and not a generic backdrop. Some memorable music would also help a lot.
Some cybernetic-flavored abilities like bullet time could vary things up.
Chrome_Biker
Environmental storytelling is a must for any cyberpunk game, that includes environmentally exploring themes in my opinion but the world should at the very least feel like a world independent of the players.
RealLeoPat
I really like the idea, but I am not understanding the concept. What is the objective for the player? Is this a racing game or what is it?
The graphics feel like a game from the 90’s. The cyberpunk end of it, although I am seeing there, could be better explored on the visuals.
If you haven’t already, check out Megarace 1 and 2 for what (at least from what I can recall), as I think it might be related to this game and help give some inspiration. A different game, but that I can also see as fitting to your regarding the setting and key visuals is Syndicate.
If it helps, maybe ditch the blue sky. It screams not-cyberpunk to me. Maybe make some the color of a TV set to a dead channel? Some smoggy orange will also be a nice set.
I don’t know, but I would like to see more of this game in the future. Keep us posted!
havocplague
So, right now you don’t have a graphical identity. What you do have is a lot of assets put together, but no consistency between the UI, the graphics and the map itself. It’s also incredibly bright making it look washed out.
Since you have the procedural generation down, I’d suggest going back to the board and start thinking about the project as a whole. You know it’s a racer, you know it’s cyberpunk. What makes it cyberpunk? Because it’s not just the visuals. After that step you can start working on refining a more clear cut visual identity, and try to integrate the UI elements (the green indicator, spedometer etc.) into the visual presentation of the game itself.
If you are going to do a crowdfunding campaign, people are going to judge it in about five seconds of gameplay. It’s (naturally) important to have the actual gameplay be good, but in a racer that’s harder to see rather than feel. Visual identity becomes a key part in a successful campaign.
Punga_man
If you’re making a car-centric game, you’re game should work perfectly and be fun to play without decor. Once the physics, mechanics, races, and quests are done, you do the storyline, tying everything together. and once this is done, you do the decor. If you’re going for a replayable scorer, you do : physics, mechanics, scorability, motivation to play again (unlocks, new decor, etc).
Otherwhise it’s just going to be any another bad car game with shit physics that’s horrible to play for more than an hour
9 Comments
It’s really procedural generated endless racer in cyberpunk city with tuned sport cars?
If yes, here! Take my money!
I’d focus on getting the driving physics a little bit more realistic. That thing’s sliding around like it’s got wheels made of hockey pucks. Plus, the whole turning while mid jump thing is a bit problematic. As for cyberpunk elements, needs more neon signs, especially ones hanging over the roads, like you see in denser parts of Aisa.
controller support is a must for racing games
The car looks too modern. Either invest into something futuristic looking, or cover it up in graffiti and trash to make it look punk.
The city looks too clean and lifeless. Since there seems to be more flying cars in the sky than on the road, you can make the road ill-maintained and partially collapsed, if it’s possible having junkies run into the road and get crushed. Combat events like gangsters attacking the player could be fun, but it’s a lot to ask.
Having cool backgrounds like a spaceport, orbital elevators or giant holographic figures. The world should be a character, and not a generic backdrop. Some memorable music would also help a lot.
Some cybernetic-flavored abilities like bullet time could vary things up.
Environmental storytelling is a must for any cyberpunk game, that includes environmentally exploring themes in my opinion but the world should at the very least feel like a world independent of the players.
I really like the idea, but I am not understanding the concept. What is the objective for the player? Is this a racing game or what is it?
The graphics feel like a game from the 90’s. The cyberpunk end of it, although I am seeing there, could be better explored on the visuals.
If you haven’t already, check out Megarace 1 and 2 for what (at least from what I can recall), as I think it might be related to this game and help give some inspiration. A different game, but that I can also see as fitting to your regarding the setting and key visuals is Syndicate.
If it helps, maybe ditch the blue sky. It screams not-cyberpunk to me. Maybe make some the color of a TV set to a dead channel? Some smoggy orange will also be a nice set.
I don’t know, but I would like to see more of this game in the future. Keep us posted!
So, right now you don’t have a graphical identity. What you do have is a lot of assets put together, but no consistency between the UI, the graphics and the map itself. It’s also incredibly bright making it look washed out.
Since you have the procedural generation down, I’d suggest going back to the board and start thinking about the project as a whole. You know it’s a racer, you know it’s cyberpunk. What makes it cyberpunk? Because it’s not just the visuals. After that step you can start working on refining a more clear cut visual identity, and try to integrate the UI elements (the green indicator, spedometer etc.) into the visual presentation of the game itself.
If you are going to do a crowdfunding campaign, people are going to judge it in about five seconds of gameplay. It’s (naturally) important to have the actual gameplay be good, but in a racer that’s harder to see rather than feel. Visual identity becomes a key part in a successful campaign.
If you’re making a car-centric game, you’re game should work perfectly and be fun to play without decor. Once the physics, mechanics, races, and quests are done, you do the storyline, tying everything together. and once this is done, you do the decor. If you’re going for a replayable scorer, you do : physics, mechanics, scorability, motivation to play again (unlocks, new decor, etc).
Otherwhise it’s just going to be any another bad car game with shit physics that’s horrible to play for more than an hour
Make a good game first, make it cyberpunk second.