Update 1.1 - Drift Physics, UI Rework, Sound Rework...


The new drift physics changes, UI reworks and new sounds are now available in Pixel Driver 3D Update 1.1.

DRIFT PHYSICS:

The reworked physics engine allowed me to add the new drift physics on top of it. Weight transfers, countersteering and oversteer are now simulated and different for each car, even simulating different steering angles for certain cars, making them either easier or harder to control while driving sideways. Also, a nice byproduct of this is subtle understeer under braking, especially in FWD cars, while other cars can trailbrake. Snow physics have also been tweaked to be a fun and enjoyable experience and now, they will let you slide all over the place.

UI REWORK:

Analog gauges can be a little bit difficult to read at times, most prominently if the step size is more than 50 kilometers per hour (for some vehicles in the game, it was up to 75). And it gets even worse when all the numbers are placed by hand by rough measurements of where they should be. The same was apparent for the tachometer which didn't really show all too accurate values. This entire system was thrown out the window in favor of a more modern looking semi-digital cluster that is entirely procedurally generated, meaning that all the values you see are 100% accurate and no longer painstakingly handmade.

SOUND REWORK and NEW TRANSMISSION SYSTEM:

Along with the UI Rework came a new gear indicator. However, that would be pointless if every car has only 3 gears, right? This is made even worse by the fact that the RPM simply snaps to the correct value when "shifting" gears. None of this is realistic and/or modern in the slightest, so it called for a proper, modern solution. From now on, you will find a feature that is absent even in AAA games of today, and that is real-time simulated shifting sounds. RPM wobble is a thing now, based on a very dynamic sine-based system that allows me to create unique shifting sounds for each vehicle. Combined with a new engine sound system with new idle sounds, this results in beautiful F1-style shifting sounds on the sportiest vehicles, while the more practical city cars have slower (and thus more realistic) shifting times. The engine sound system is subject to another rework though, as I'm not quite satisfied with the mid to low rpm sounds yet.

Other small tweaks are some changes to the Canyon map and the Countryside map to make the scenery a bit more interesting.

If there is anything you would like to see in this game, let me know in the comments!

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