Combine that with all of the above and you'll be wiping out into rocks and trees a lot. This makes pinpointing what speed or gear you should approach a corner with all the more difficult starting out because you have no reference points which you should need all the more given the MG has only four gears here. Pacenotes are also a heads-up of your, well, pace. I know it's kind of the point with the whole 'you can see the track ahead of you gimmick' that you won't need them but that's just one part of the deal. You can't, because it's just one solid color. There is a ditch by the side of the road at the 90° left with the cones, I want you to go into Photo Mode and find it for me. God have mercy on you if you're driving at night. Because of the standard-issue Unity style shading and the top-down behind view the jumps are almost impossible to tell where they are, and crests and bumps are actually impossible to tell where they are. The elephant in the room is the elevation. I was open to being proven wrong that did not happen. I downloaded this thinking 'A birds' eye view rally game, that wouldn't work?'. You know the one I'm talking about.įrom the gif above I could already tell that the game has the physics required for it to feel like a proper rally game, but the videos. You know, the kind of game you'd go onto Unity's website and see in a highlight reel on top of the page below all the text, or a tutorial on YouTube on implementing racing game mechanics. Every game engine has this sort of aesthetic to it and Art of Rally is that one that the second you look at it you can already see the assembling Unity logo and the 'Made with Unity' subtitle fading in below.
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