InstallJust unzip the archive and launch the SuperPilot executable (Windows only for now).
ControlsThe game is supposed to fully support gamepad controls (menus, track editor and game) but we only tested with a Xbox360 controller. The game can also be entirely played with keyboard and mouse.
| XBOX GAMEPAD | KEYBOARD |
ACCELERATE | A | UP |
TURN | LEFT STICK | LEFT/RIGHT |
BOOST | X | X |
BREAK | B | DOWN |
LEAN | LT/RT | C/V |
CHANGE VIEW | Y | B |
PAUSE | START | SPACEBAR |
ContentThe main purpose of this demo is to collect players feedback on the
gameplay feeling and on the
track editor usability.
The demo will let you:
- Play one of the 4 existing tracks
- Create, edit and save your own tracks
- Best lap time and best race time will be recorded only on saved tracks
FeedbackIf you played the demo, you can send us your feedback using this form:
https://docs.google.com/forms/d/1jVc99KlHgT4r4JoCgLrNYzJtqrlbl5ghPTLpCfrzm08/viewformOr write it here, on this forum, we are fine with that
Or send us a msg on Twitter @dopagames
- Original post -
Hey there!
Super Pilot 2000 (wip title) is a no gravity arcade racing game in which you can create, edit, share and play other player's tracks in a few minutes. Yay!
Imagine a crossing between F-Zero GX and Mario Maker. That's the spirit.
The game is being developed with Unity and targeting PC.
We are a team of 2 programmers and 1 artist.
ScopeWe are aware that this is an ambitious project, so we try very hard not to overscope. Online multiplayer, split screen, ghost mode, story mode, customizable vehicles, etc… are all things we dream of making but, first things first, for now we try to keep our focus on the track editor and on the game's controls.
Domesticating Unity is also part of the process
Track EditorCurrently, we can draw a spline (with the mouse) which is then used to generate the track mesh and the colliders. That's like the core of the project. There are still a lot of things to fix (like when the spline gets too sharp) but we are very excited with the result so far. Also, for now it only works from top view, so the track is totally flat. Eventually, we'd like the user to be able to edit the height, create loopings, twist the track, etc...
GameplayWe are big fans of racing games (arcade and less arcade) and we really want to get these right. We want a lot of speed with very good grip, with some drifting but very easy to control and beneficial to your trajectory…
For now the main effort has been trying to get the right answer to this critical question: should we use Unity physics, or should we write our own simplified physical simulation? We made several prototypes and let say our solution is somewhere in-between.
ArtWe don't have a story yet, so the back-and-forths with our artist are pretty much shaping the universe as we go along. I tend to really like this process, I feel it's less constraints (than let say writing a story right away) and the mix of ideas that fly around give an original mix.
Here is a first attempt to define the universe, putting the emphasis on one of the pilots:
We really liked it, then we realized that this kind of vehicle wouldn't really fit in a 1000 km/h+ race.
So here is a second attempt, focusing on the vehicle:
We like it but we missed the old custom car look. And here is the third iteration that we really like:
Next stepsOur short term goal is to deliver a playable prototype that we can share online (like on this forum) to get feedback on the game controls and the track editor usability.
For that we need to implement:
- Save/load tracks made with the track editor
- 3D model of the ship
- Simple game loop (start the race, perform N laps, game over, press button restart)
Hope you guys find this project interesting! This is a very technical project so if you have any question, suggestion, comment on the way we do things, please don't hesitate!
Thanks for reading!