0.7.7 Minor Update


I wrote a controller vibration wrapper for some haptic feedback on my other, as-yet-unnanounced project and wanted to add it to Neodrive because it was very simple to do.

If you’re using an Xbox One controller, you’ll notice that shifting gears now induces vibration in the secret motor under the right trigger. If you’re not, it’ll just vibrate the other motor under your right palm instead.

If you’re using a controller with one motor, all vibration signals will be properly routed to it.

Other Changes

  • Camera now floats up as the car is falling to add a sense of movement in the Y axis
  • Landing adds some controller vibration
  • Hitting a wall adds controller vibration
  • Bass boosted the car engine a bit
  • Tire smoke now properly renders behind the speedometer (due to the insane hacks I’m using to get it to look like that, I’ll make a dev post about it sometime)

Jumping and landing had felt sauceless since I uploaded the Ramp Twist level. This should help with that while still not being disorienting to the player.

Back to the other project! I do dearly love this game. Basically all it needs for release are:

  • a full-fledged campaign
  • separate driving mechanics for dirt surfaces (very doable, I already expose a bunch of parameters to change the car’s behavior)
  • updating the wheel grip physics to not be at maxgrip all the time, e.g. if the car is sitting sideways on a vertical wall

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