I've been working for a couple weeks on a top view 2D fast racing game. Mostly inspired by MicroMachines 2.
It supports tmx maps, which makes it fairly easy to create new tracks.
The AI doesn't use waypoints, so it's track independent, no-cheating and super challenging.
It currently has lap/track logic done and support for 4 local players split screen (can't be seen on the shots).
Still very much WIP, i.e. my todo list is huge, but I've decided to share some shots:
Rescaled to 50%, without the GIF dithering (game currently runs 30fps 1280x720):
It's done in Haxe, openFL, HaxePunk. I currently plan to release it (and have been testing) on PC, Mac, Linux and Ouya.
It's not a novel concept, but I have decided to give it a shot into making a racing game without falling into the usual design decisions.
My goal is to focus on the racing mechanics (repeating the same track, finding ways to minimize lap time, etc).
I'm trying to avoid things like catch up logic, events that are random on the lap (like powerups), and the "OMG drifting is so cool we need to do it all the time".
Ideas, suggestions and comments?