Grits Racing cover
Grits Racing screenshot
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Genre: Racing, Simulator, Sport, Indie

Grits Racing

Early Access Delayed Once Again

First, it was personal circumstances.

Then, I failed to package the release properly, so Steam rejected it. It's been ready to go on itch.io for weeks now but Steam's setup is much more difficult with their depots, builds, packaging, etc, scattered among multiple tabs in the settings. Still, my fault there.

Then, it bombed in Steam's testing. Much of which was bizarre and we can't reproduce. Some of it valid such as the hotplugging issue. Some of it just outright frustrating because Steam's Windows environment hurts games with more than 4 gamepads than it helps -- and they still provide no clear resolution for that. See the game's readme for more details.

Anyhow, I reported the hotplugging bug to the package provider, Rewired, (a bug that wasn't in earlier versions of Rewired) and got an update from them. I'll be releasing a demo update for that shortly.

Meanwhile, the wait continues for Steam to slowly test and retest. A good thing, I suppose, but it sure is a black box... and they really need to change the defaults with how they work with gamepads on Windows. The game developer's work for gamepad support should take precidence, and Steam's shims to help or hurt that should be optional. That should be obvious, right?

To Drift or Not To Drift?



Drifting. It's a word that sells. In other words, if I changed the physics of GRITS Racing to easily drift the cars continuously and changed the name to GRITS Drift, we could perhaps expect to sell at least twice as many impulse-buy copies on that name change alone. So, why not?

I'll answer that question with a few more questions, and then really dig into it for you. Do NASCAR cars drift? Do F1 cars drift? No on both of those. What it really comes down to, however, is that I wanted to build a car that felt really really good compared to all other 2D cars before it. Thus, I didn't want a car that simply pivoted on center like so many do. That is, I wanted both the power and the steering to come from the wheels. My cars do that. I also didn't want to sell out on that awesome physics I was building just for the sake of drifting. The games I've seen that do that have cars that, in my opinion, move more like motorboats in water than real drift cars (if you ignore the visuals of the vehicle sprite, terrain graphics and skid marks). I'm just not interested in that. If you want to feel cool drifting a video game car so bad that you're willing to drive motorboat physics for it, that's your business, not mine. I'm cool with that. If it's a multiplayer game, I'll probably even join you.

Here's where, hopefully, it now gets really interesting: I used drifting as a the ultimate physics test when first programming the physics for these cars. And, I eventually succeeded at building a car that drifted. The crazy thing is that I had to do what real drift cars have to do to get them to drift with some control. That is, I first started with a rear-wheel-drive and front-wheel-steering car, and then increased the steering lock to crazy angles and amped up the transmission torque. I could then do inward donuts as well as outward drifting donuts. It was quite satisfying.

I then made some notes in the code as to what it takes to drift the cars properly--with semi-real 2D physics--and then moved on to rigging the cars for what the primary game mechanics really called for. That is: all-wheel-drive, all-wheel-steering cars. The hope was to eventually come back to drifting at some point to add it as a Wacky Wodifier to the game. There is still a hope there but the reality, however, is that it will probably not happen. The primary challenge is this: gamepads. As if controlling 430 pounds of torque in a lightweight vehicle isn't hard enough in real life with a steering wheel and pedals, try doing it with just a gamepad! Drift or no drift, I have to add control helpers to the game to account for both lack of finesse with dual-analog gamepads, as well as to broaden the appeal to novice players. After the majority of that was in place, I then went back to try the drift settings once again out of curiosity and, well, I couldn't quickly find a solution that allowed driftable cars with an enjoyable amount of control. They were too squirrely for me to want to try to race with (I estimate maybe 1% of players might like it for more than a minute). The helpers for novices and drifting setting are simply polar opposites. Thus, if one wants to drift in GRITS Racing, they will likely have to wait and see what wet or icy surfaces might bring (if you can call it drifting still on such surfaces).

One of the secondary problems with adding drift as a Wacky Wod is that drifting requires rear-wheel-drive cars, and reconciling that with the rest of the game design is an additional challenge with no clear solution yet.

This leaves the question: Did I do the right thing? I, personally, will always feel that dedication to quality physics modeling and smart handling tweaks is the right answer for how I feel I need to build. But, I'm sure others have other opinions -- and that's what keeps the world interesting. Only time will tell if my car physics can find an audience.

Demo v0.1.5 released

The work on our first early-access retail release is done and pending approval. In the mean time, we have updated the demo as well to match.

New features:

  • Championship Standings screen added between races
  • New Leader Lamifier: Leader Trikes -- removes the lug nuts from one of the front wheels of the lead car (this should be a bit less harsh than the other lamifier: Finish-line Showboating Required)

Also includes tweaks to the Bubba Prizes and other minor changes.

Please update your demos to v0.1.4

Last night we found an issue that had pretty much broke half the game! Basically, you couldn't go beyond the first track in Championship Racing. Thus, please, update your demo download and check the Options > Credits menu and make sure it shows v0.1.4 or later.

Long story:

  • v0.1.0 worked fine -- we had tested a complete run through.
  • v0.1.1 (the first demo version on Steam) was an attempt to make the game play nicer on 16:10 Mac screens and part of this was changing all the cameras.
  • I (Matt) did a quick test of most of v0.1.1 and all seemed fine with the new camera settings.
  • Several days later, I'm playing through v0.1.1 and discover that the one scene I missed (a menu in this case) in my earlier quick test happens to also be the only one that is not okay with the new camera settings. What are the odds? Nothing particularly unusual about this scene but, apparently, the Unity game engine appears to have some sort of bug regarding camera settings and scrollable content views. I don't know how else to explain what broke.
  • Reset the coordinates on the scroll content (I think the old camera setting had the bug and not the new one, since the new coords make more sense), build v0.1.4, and it's good to go.


So, anyhow, I've learned the hard way to always do a complete run through before releasing anything -- even if was just a change in some stupid little Unity setting that shouldn't have had hidden consequences beyond a quick test.

GRITS Racing as a single-player game

At the moment, we are (perhaps mistakenly) focused on the multiplayer design of the game, as that is our primary intended niche audience. We don't, however, want to forget about any interest players may have in the game when playing alone. Personally, we feel the cars are a lot of fun to drive even when just playing alone but, yeah, we get that awesome car physics in a funky playground will not always be enough of a solo experience for many. Thus, please stay tuned for leaderboards, AI cars, and who-knows-what else targeted at single-player modes. No idea yet as to when such things may arrive. So, if you want us to hurry up on single-player features, please don't hesitate to shout it out to us so that we may hear it over all the engine revving.