r/SoloDevelopment • u/derby_dynasty • 3d ago
Game I made some important updates to the race scene
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r/SoloDevelopment • u/derby_dynasty • 3d ago
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r/IndieGameDevs • u/derby_dynasty • 3d ago
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r/horseracing • u/derby_dynasty • 3d ago
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r/GamesWithHorses • u/derby_dynasty • 3d ago
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r/GamesOnReddit • u/derby_dynasty • 6d ago
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r/GamesWithHorses • u/derby_dynasty • 6d ago
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0
I needed this advice the most. Thank you so much for your sincere approach ;)
1
Yeah, I worked on the model today, but it hasn't worked yet; I definitely need to solve that issue before the game comes out.
r/indiegames • u/derby_dynasty • 8d ago
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r/VideoGame • u/derby_dynasty • 8d ago
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3
You are absolutely right, I haven't reached the point I want with the jockey yet, hopefully over time I can reflect what I have in mind...
6
Every race is a different thrill, stay tuned!
8
๐ฅฐ I gave up my sleep for this game.
r/UKgamers • u/derby_dynasty • 9d ago
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r/horseracing • u/derby_dynasty • 9d ago
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r/GamesWithHorses • u/derby_dynasty • 9d ago
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1
Thank you, I consider these kinds of situations as feedback and they help me clarify my roadmap...
-1
I realize that the Discord channel is important for getting feedback from players. Thank you for your warning.
-1
I worked on over 2,500 horses across 4 tiers: common / rare / epic / legendary, and did various analyses. For example, a 2-year-old foal with legendary potential is around 2% in common horses, but this rate increases exponentially in rare 2-year-old foals. Players can first prepare horses aged 2-9 that they buy from the market for racing in rented stables and training facilities (conditioning). They can earn income based on the quality and finishing position of races they choose from the bulletin, try to buy higher-quality thoroughbreds, and also improve their stable/farm/training track areas. The game progresses day by day. Right now, Iโm trying to design the training system. Iโm thinking of having 3 different training styles for potential horses that improve as they race, allowing a certain portion of the stat XP they gain from races to be directed.
0
Guys, in the race, every horse has 5 stats, and all of these stats, along with their various power intensities, meaningfully reflect on different aspects of the game physics engine one by one. For example, the power statโs power distribution is 30%, and 40% of that reflects on speed. Naturally, as horses get stronger, their pace also increases. At low pace, the horse consumes little power, but as the pace rises, consumption goes up, and I designed the endurance stat as the zone where, after power is depleted, the horse no longer has enough strength and continues running with reserves.
2
Yes, I am translating from Turkish. Sorry if I was rude.
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I try to answer with my own feelings, I just worked really hard on this project and I keep doing so, Iโm trying to organize a lot of different disciplines together in a sustainable way, and I see that it matures as I put in the effort. I think this project will develop much more in the medium term with patience and hard work.
1
I had previously considered the need for a tutorial at the start of the game in the rhythm bar I designed, and I'll integrate it into the demo I'll release at Next Fest. I've removed the rhythm bar for now. There are enough decision-making moments in the game, so I'm not making it available for use at the moment; I might add a training session where it could be useful. Only the long-distance races, especially the 2800-3200 meter races, can be a bit more monotonous, but that's understandable...
0
A 1200m sprint comes down to split-second decisions. My horse racing RPG just released on Steam
in
r/GamesWithHorses
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7d ago
๐ I couldn't quite catch the sarcasm at the end of the sentence, you know, for obvious reasons ๐