

But I’ll let him do that update in the very near future. Antonis has been doing great work on creating the world of ‘90s Arcade Racer. I’m pretty confident that we’re very much in the right direction with the physics and you’ll probably agree once you have an opportunity to play it. Although it’s been challenging having to build physics from nothing, this has allowed us to really build the vehicles exactly how we want and how they should feel.

The car reacts in a way that is indicative of an arcade racer, it moves and accelerates properly and now we have a really fun grip and drift mechanic within the game. What that means is that the game is really feeling like should. Version 2.0 of ‘90s Arcade Racer physics is built within the expressed intention of creating a real arcade racing game.

In this case it’s much easier to build something from zero and create an experience that perfectly recreates the perception and expectation we all have of a typical arcade racer. After extensive experimentation what Antonis and I found was that it just wasn’t working. Get a picture of the Pokemon bumping horns Dont distract this Pokemon otherwise, then watch When it begins to glow Pokemon Go Adventure Sync is a great. Initially I spent a lot of time trying to get an arcade feel out of a real vehicle simulation. Once you start playing a racing game, especially an arcade-style one, terminology like camber, caster, differentials, toe, torque and drivetrain are quickly forgotten. Getting to the balance of an arcade feel while offering a challenging experience and still giving the car some complex real-world behaviors is where our own challenge begins. Those two descriptors are equally important to the project. Part of that is because you can’t feel yourself slinking around a bucket seat, you don’t have the sensation of a vehicle’s weight shift between the four corners there’s an entirely missing dimension in racing games.Īntonis and I are going for a fun and arcade racing feel, we’ve said that from the start. A driving simulator, more often than not feels like a floaty, unresponsive boat. To really give the sensation of speed, gravity, lateral gravity, as a designer you end up removing many functions that make a vehicle simulation “real”, in the theoretical sense. You would think super realistic racing games would have super accurate and lifelike physics - but that doesn't necessarily always make a better product. In the 100+ hours I’ve spent on racetracks combined with the thousands of hours logged playing racing video games, there’s something that feels quite counterintuitive to the genre. Here’s what’s been happening the last couple of months with ‘90s Arcade Racer. That’s not entirely true, while Antonis and I were indeed playing Scud Race (Super GT in the US) and Daytona USA some 20 years-that was just preparation for the game we’re developing now. At this point some of you may feel like we’ve been working on ‘90s Arcade Racer since the ‘90s.
