Getaway Driver School
von alterjon
Getaway Driver School
Tags für Getaway Driver School
Beschreibung
Rhythmus und Racing treffen in einer neuen, rasanten Action-Erfahrung aufeinander! Rase über eine lange, verlassene, von Katastrophen gezeichnete Brücke und trainiere, um der ultimative Profi-Getaway-Fahrer zu werden! Mit einem einfachen 2-Tasten-Steuerungsschema und einer starken, farbblockierenden minimalistischen Ästhetik vereint GDS scheinbar einfache Mechaniken mit rhythmusbasiertem Timing. Ziele auf Highscores, schalte Upgrades frei und sammle Erfolge! _GDS ist das erste Spiel, das ich je entwickelt habe. Feedback ist sehr willkommen. Viel Spaß beim Spielen!_ _- Jon_
Spielanleitung
*Maus*: Menüpunkte auswählen. *Links*: auf die linke Spur wechseln. *Rechts*: auf die rechte Spur wechseln. _Sammle Punkte, indem du durch orangefarbene Pylonen fährst und deine Kombo-Kette aufbaust!_ _Schalte Upgrades im Shop frei, um deine Fahrkünste zu verbessern!_
Entwickler-Updates
Update v0.17 Release Notes
Hi,
GDS got an update to v0.17 based on feedback. Here’s a quick rundown of the changes:
Level Design
-changed some of the prop colors to make them more visible and fair at high speeds.
-Additional bonus points for reaching some of the more obscure areas of the levels.
Sounds
-Hitting “Quit” stops both bgm AND the smoking wreck you left behind :)
-Pausing the game stops the engine and tire drift noises.
Visuals
-Tweaked the textures a bit so cables on the bridge sides are more prevalent.
-Additional camera code to smoothen out some of the jittery parts.
-A bit smoother around the edges with 2s anti-aliasing set up.
-Changed Game Over screen tip color to be more visible.
-Whenever crossing in-game checkpoints, a message pops up at the lower-right hand corner.
Kommentare
gamerscul9870
Apr. 11, 2013
endless? In school? Hhow normal.
alterjon
Apr. 09, 2013
Aw man, no thanks for
not formatting my release notes...
alterjon
Apr. 09, 2013
*v0.16 release notes, part 2 of 2*
*Under the hood*
- _Object pools_: instead of creating/destroying the random level segments, they are now reset and stored into a waiting pool to avoid runtime allocation, and retrieved according to the same original semi-random pattern. Bottom line: same semi-random pattern, smoother in-game experience.
*Tutorial Section*
- Tutorial markers (the black/yellow "danger" things on the ground during tutorials) no longer disappear disappear into thin air once passed thru.
*Unnecessary, but fun stuff*
- Faint camera vignette effect on Game Over screen.
- Updated textures on the unlockable cars (more contrast).
As always, pls feel free to leave feedback/bug reports, and I'll try my darn best to get it right.
Thanks!
-Jon
alterjon
Apr. 09, 2013
GDS Updated!
*v0.16 release notes, part 1 of 2*
*Balance Tweaks*
- Small tweaks on placement of checkpoints for restarting.
- _slightly_ more forgiving collision detection.
*Shop Screen*
- _Car design upgrade_ now starts at level 1 instead of level 0, to be more in-line with the other upgrades. Note: visual change only, should function similarly. If you had a level 1 upgrade in the previous version, it automatically got bumped up to level 2 the first time update v0.16 ran.
- Added visual and audio cues for shop upgrade success/fail.
*In-Game Camera*
- Avoids clipping thru objects. Cam now raises up when hitting obstacles.
rut_1
Apr. 06, 2013
Surprise surprise! FINALLY - a well made racing game in Unity! LOVED love loved IT! Your 8 months just paid off friend! 5/5 and in my favorites! Highly suggest you impliment the Kong API hi-scores + add buy able Kreds. (I woulda bought the other cars today... I'm much more of a whale than a grinder.) Go for it!
Thanks for the kind words, especially from a fellow dev! GDS has only been seen by immediate family until today. I'll try to work on the Kong suggestions next!