It's been a while since I updated this thread, but I might as well do it now.
A quick summary to get you up to date:
- After we hit early access we did a number of content updates, currently we've got 5 tracks in-game with a 6th one almost finished.
- Sales would be okay if we'd live with our parents, but we aren't. :p So currently we're slow-cooking the game at 3 days work per week. We've got to pay bills so yeah.
- We got xbox devkits but we can't use the unity version for it because we're using smart-sprites from the old unity beta branch. Benjamin is almost done recreating the smart-sprites from scratch though, so we'll be updating the project to the latest unity version as soon as possible.
- Development has slowed down because of sales, but we're also marketing the game and that also takes time. We'll be showcasing the game at Gamescom 2016.
- Talking to 3 publishers at the moment to help is with the game, but we want to wait till after Gamescom to see what's our best option.
That's basically what we've been up to, if you'd like to know more specifics, just ask or check out our youtube channel.
Now back to the game.
One of the things we hear from new players is that it isn't clear what's coming up in the tracks. That and that it isn't clear where they are compared to the rest of the racers.
Track design needs improvement by placing more unique land marks, but I think we can also tackle a part of the problem in the UI.
Here's a mockup:
A minimap might help players learn tracks faster. The horizontal bar at the top shows your position and that of other racers. Also a top 5 ranking has been placed on the left side.
Boost and Powerup UI has been simplified and streamlined.
Still w.i.p, but I'd love to hear what you guys think.