💦 FULL SET: Time control rally - Collection

A downloadable game for Windows

The start of something I hope to be a far more ambitious project, Time Control Rally is inspired by the Art of Rally and the Colin McRae Dirt Series but focusing on lower powered, amateur rallying. Built from scratch in Unity using custom physics, this short sprint stage is intended to give an impression of the handling and gameplay style but the intention is that the final product will be a lot more career driven and less about time trialling.

Anyway, I would hestitate to call this even and alpha build at the moment. There is an unsurprising amount of jank, and as I am a solo developer making every aspect of this title myself, things like the graphics, sound, level design, handling...erm... well everything, is going to be improved and interated as I go and as I learn more. 

But as it's stands, I think it's good fun, and I've lost a lot of hours to just trying to beat my own times. 

Some points
- You might need to map your controls before you play to get them to work properly
- The car can get stuck, so make sure you have reset bound.
- It is playable on Steamdeck but it needs to be locked to 40fps really.
- NOTHING is properly optimised yet. 60fps at 4k is absolutely doable right now, but I've got a lot of work to actually make those meshes GPU friendly
- Low speed handling is a bit off at the moment and you might get some lazy spins. I'm working on it, but I didn't want to break the fundamental handling at this point
- The sound mix is a bit off at the moment, so you might want to tweak those settings in the menu to get them where you like

Anyway, unlike EA WRC, I am actually working on this title and making solid progress every day so if you like anything you see here, stick with it and let's see where we can go with this. 


New patch notes

- Updated car collision meshes
- Tweaked low speed handling and grip - it's still a bit of a hack with unrealistic steering lock but moving in the right direction
- FWD and 4WD added
- GR Yaris and 205 added
-New building meshes added
- First pass at track surface texture
- Handicaps added
- Car weights exposed to car settings
- Car centre of gravity exposed to car settings
- In air and landing physics tweaked
- Breaklight code rewritten so it no longer is triggered by the handbrake and shows correctly on all cars

Download

Download
TC Demo 002 Pre Alpha.zip 178 MB

Development log

Comments

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(+1)

This is a great start! I played with an Xbox 360 controller and I didn't have to map it or anything, it just worked. Yay!
My biggest ask would be for more turning power at low speeds and perhaps a more powerful handbrake. That low speed turning was rough when my handbrake turn didn't work - I felt like I was stuck.  As a dev, if I was doing this I'd add a little bit of steering torque force to help turn the car (cheating!) so that you (the dev) get more control of how it turns in a slightly more arcadey way, and you can also tweak torque amounts to improve the handbrake control. Not saying you need to do this or anything, just saying that's how I'd deal with it to make it a little less reliant on the wheel physics etc. Relying on the steering alone can be tricky to get right, but with some extra spinny torque forces I find you can control the turning easier.
I'm enjoying the style, the graphics, and I really like the surfaces too - they feel distinct. Sounds are good as well.
I love rally games and I already feel like this has loads of character. We need more rally games! Keep up the amazing work! :)

Hey man, thanks so much for giving it a play and your detailed feedback. I completely agree with you on the low speed turning and handling, it's not right at all at the moment - the other problem is that the car essentially only has one gear and isn't really breaking traction at lower speed so the natural rotation you'd get there isn't happening at the moment. That's next on my list of jobs. If you want to see what's going on under the hood there's a little debug mode you can access using the ; key. Things like suspension travel and bounce rate are set to load in from a JSON file and I'm looking to make all the handling charactistics tunable, just still trying to get to a decent baseline.

I was in two minds about putting this up with the handling where it is at but I also wanted to commit to getting a build up. The plan at the moment is to work up a more polished 'vertical slice' to give me an idea of what the final handling and asthetic will be, and I learned a lot from forcing myself to stop working on the game and graphics and build all the back end. At least I've crossed the bulk of that off the list.

I feel like I'm on to *something* here and I'm a huge rally fan too, looking for a very specific type of game that doesn't seem to exist so I guess it's up to me to make it. Just need to stop on the empty calories of 3d modelling and fix the meat of the game now. Hopefully you'll follow the progress and really appreciate the advice, will defintiely follow your suggestions

I'm really glad you posted the game up there - I know it's early days, but it's already really cool and I'm genuinely excited to see where it goes. Please keep up the awesome work, we need more awesome indie racing games - ESPECIALLY rally games as cool as yours!! :)