Hi there!
So, youve thought the MonsterBike and the TriMonster would be the most weird vehicles in this game right? Well, think again, because this time, I present you the Gyro Monster!
[previewyoutube=f9DA0bgaQsU;full][/previewyoutube]
Gyro is for gyroscope, a mechanism used the stabilize devices.
Ive talked other times about how TrackMaster is an arcade game, but I try to add some realistic roots when I think it fits (a friend of mine who is a big supporter of the game used the term semi realism which I like).
I try to apply this concept (semi realism) also to how the vehicles of the game are supposed to work. A vehicle like the Gyro Monster is not new in video games, but how a vehicle like this could work in real life? If there are only two wheels in the same axle, the rotation (the torque) of the engine would make the body of the vehicle itself to spin, not the wheels. How to solve this? Well, maybe something based on the way a gyroscope works? I really dont know if a gyroscope would be enough, but well, thats the semi portion of the semi realism concept.
Based on this idea, I came up with the concept of the Gyro Monster. Thanks to its unique layout, it can spin in place for a fast change of direction, and it also gives a nice look when its moving!
The computer has no idea of how to control the Gyro Monster yet, but Ill fix it in the next updates.
Also, new track: Intersection!
CHANGELOG:
- New Vehicle: Gyro Monster
- New Track: Intersection
- Select allowed vehicles for the computer accessible in the TOTAL NUMBER OF VEHICLES MENU: you can now restrict which vehicles the computer can select. I think this allows different fun scenarios like 1 monster truck (the player) against only cars, or one car against only monster trucks etc.
- Dust accessible in the OPTIONS MENU: it's now possible to adjust the amount of dust generated in the dirt tracks. You can set 4 levels of dust amount, including setting it off entirely. It greatly impacts performance (frames per second), but also gameplay, if you don't like the thrill of driving in the middle of a giant cloud of dust, and having a monster truck coming from nowhere to ram you.
- New Vehicle type - muscle car with different types of drivetrain: now the muscle car has 3 variations, RWD (rear wheel drive, the only one available till last version of the game), FWD (front wheel drive) and 4WD (four wheel drive). They all handle very differently, and its fun to try each one. The RWD version is still not the way I like it. It does behave like a RWD vehicle (unstable when full throttling), but its not powerful enough, Im still experimenting with it. Since the muscle car in the game has a front engine layout, the center of mass of the vehicle is positioned at the front of the vehicle, so that a RWD drivetrain makes it very unstable when fully accelerating. That is the tricky part Im trying to balance, so that the vehicle can be fun to drive without making the player having to worry too much about it.
TrackMaster: Free For All Motorsport
KNS Games
KNS Games
Mar 2021
Singleplayer Multiplayer Coop EA
Game News Posts 20
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
2 user reviews
(2 reviews)
https://www.trackmasterthegame.com/
https://store.steampowered.com/app/1536740 
TrackMaster: Free For All Motorsport Linux [346.74 M]
The game will let you drive freely in any track in a freeroam mode, race in tracks designed for collisions, and take part in events for doing stunts, dominating the hill, playing football and many others!
I'm a solo game developer, and TrackMaster is really a project I have began because of those moments of "if no one is making the game I want to play, I'll make it". I want the physics and chaos of the old Destruction Derby games, the freedom of old games like Interstate'76 and of modern games like BeamNGDrive, the crazy modes of Test Drive: Eve of Destruction, the mayhem of Twisted Metal (the first one), the Monster Trucks from Monster Truck Madness, all this with split screen multiplayer, and more, much more, is that too much to ask?
The game is designed as a balanced blend of simulation and fun: the vehicles are entirely governed by physics, so that you can always see a different result from collisions, jumps and stunts.
The vehicles sizes and weights are also proportional to each other as in real life. If you drive a 6 ton truck at 100 km/h into regular cars, expect the poor cars to get thown away. But here comes the balance to be fun: the truck won't take 15 seconds to reach 100 km/h (as it would in real life), it's acceleration will let it race against sports cars and other fast vehicles!
The physics based system also allows for different handling of RWD (rear wheel drive), FWD (front wheel drive) and 4WD (4 wheel drive) vehicles.
GAME MODES
FreeRoam - Drive freely, no time limits and no goals in any arena or track.
Event - Races and other events, see EVENTS, below.
Career - Start as a novice driver, with a bad car, and try to climb up the racing ranks!
Tournament - Combinations of events in sequence.
EVENTS
14 event typesFreeStyle - Do as many tricks as you can in 2 minutes. Front flips, back flips, spiral flips, long and high jumps. Or, prevent the others from doing their hard trained tricks.
Racing - You know, try to reach the finish line first. In this game, that's the only rule.
Kamikaze Race - A race event where half the vehicles drive the right way. The other half, the wrong way.
There and Back Race - Also race, but you drive one lap the right way, the next lap, the wrong way. And so on until finish.
Around the Flag Race - And yet another race event: after each lap, make a circle around a flag in the middle of the track, and then proceed to the next lap.
Master of the Hill - Stay as long as you can on top of the hill for 2 minutes. Also, make sure the other vehicles can't make it.
Football - You know, one ball, two goals. Period.
Red Rover - Drive from one end of the arena to the other. The last vehicle each time is out, until there is only one, the winner.
Capture the Flag - Two teams, each one with a flag. Take the other teams flag and bring to your base.
Demolition - Destroy anything that moves.
Tag - Or "Touch And Go", the playground game, the one you played as a child. Now with big toys.
Cops and Robbers - Or "Team Tag ". You also played this one as a child. Now, with big toys too.
Hot Potato - Stay most of the time with the potato. Touch the vehicle with the potato to steal it.
Cold Potato - Stay away from the potato. The one carrying it, loses points. Touch other vehicles to pass on the potato.
Trailer Mode - All of the above, but with trailers attached. Try to finish the event with your trailers, and try to make the other vehicles lose theirs.
THE PLAN
You can see how I'm planning to develop the game along 2021 in the TrackMaster website. Also, I will present these updates here, on Steam.
So, the plan:
- 0.5 is planned to the end of 2021. The game at this point will feature all the vehicles (7 classes, with a varying number of models inside each class, to a total of 26 models), 11 tracks (plus the tracks variations) and 14 game modes planned now.
- 1.0 (end of early access phase) is planned to the middle of 2022. The game at this point will feature on-line multiplayer, LAN multiplayer, track editor and of course, more vehicles, tracks and game modes are probably going to be made.
- Nothing prevents some features to come out earlier than planned, like on-line multiplayer, I just can't promise it now.
- After 1.0, free updates with more of everything described above, and, why not, some new and cool things, like an open world, real world tracks, steering wheel support, vehicle destruction (with soft body!), missions and scenarios... but this are just dreams right now and I can't promise any of this.
So, the idea is to build a racing game that is easy to play, with a nice balance of fun and physics simulation, so that there are always new stuff to do and try, but that you can play in a relaxed way if you want. As long as the game proves to be good and is financially viable, I don't plan to abandon it after some features have being added, it could go on for years, why not!?
I really like the way games like Euro/American Truck Simulator, BeamNGDrive, Cities Skylines and Elite Dangerous are made: with great involvement from a community and constant and free updates and improvements. I don't think I'm going for the paid DLC way, even for the big content updates. I like the idea of a game you can have at the beginning, with just a few features, but a solid foundation, and years later you are still able to have fun with it, but with much more content, and more important, with no more money for it.
So, if you like the idea of a racing game to play the way you want, with any vehicle that comes to your mind, in crazy tracks, with lots of chaos, mayhem and solid physics, I hope you can enjoy the game from now on!
- OS: Linux 64-bit
- Processor: Intel i5 4th generationMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 compatible GPU
- Storage: 250 MB available space
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