Hey All just following up with some things now that all the dust has settled from Next fest...
Firstly, If you missed out on the chance to get your own billboard art and or vehicle in Project Turboblast through last years kickstarter, now you can fill out the survey below to request either of the 2
To be real, Ive been really struggling financially while working on the game everyday, turns out making games is pretty expensive;;;; Ive been asked before about accepting "commissions" to allow more folks to put vehicles/Art they want in the game and to enable "late pledges " on kickstarter? but was hesitant to over complicate things at the time. Looking back I probably should've. But now you can get the Sponsor tier backer rewards right now! No FOMO. So if this is something you are interested in , fill out the specified form
Vehicle https://forms.gle/TTPpTonY65ue8eoB8
Billboard https://forms.gle/WeaWaZDX4r2Z5mDc8
Do not expect vehicles to be finished in time for early access. the current roster of vehicles( and maybe 1 more) are the only ones planned for early access release in the coming months, more vehicles will be added along the road to 1.0
feel free to contact for any questions
Email [email protected]
Discord Server https://discord.gg/PAgztXqhSs
As for Updates to the game, there are plenty from the Next Fest demo! Thank you all so much for the feedback.
Fixed a bug that caused online races to not start when someone disconnects while loading, also shortened the auto start timer to 15 seconds,
Vehicles should no longer be saving over other slots, restructured the save logic for vehicles so that this shouldn't really ever happen. if you have this bug , reset your save in the options menu,
The Music Save file was not being deleted when you reset your save, this was causing god knows how many issues, if you have persistent music related bugs, reset your save , this should hopefully fix it
Auto boost check out of a drift while holding the button now occurs faster, was .2 secs now its .05 secs , this should help reported inputs being eaten when chaining boosts very tightly,
Default DNF timer set to 60 seconds up from 30
lobby pause menu will no longer have tracks you don't have access to.
Uploaded Ghost data ID's are now packaged with the leaderboard manually, this avoids a certain Steam UGC attach function that I believe was causing ID's to expire. this is such a pain in the ass to test because I really don't know till like a month later if its actually working but yea , reupload all your ghost times everyone.
You can now download all ghosts on a leaderboard with a single click. clicking again un-downloads them or vise versa, i had difficulty naming the button as there's only so much screen space and i didn't want it to be confusing,
Cup unlocks as a whole just weren't working at all , fixed it,
Restructured unlocks a bit to check for new content on boot up to make it easier to add new things
Kickstarter vehicle HyperCruiser added, Its a very low accel hover chopper with high max speed potential and turboblast speed. favors straights, minimize time spent braking and turning to get the most out of this machine
To implement this vehicle the way I wanted, acceleration as a whole had to be redesigned, the old system exclusively used an accel curve ,it didn't allow for enough nuance like I wanted it to, vehicles go from 0-1000 in an instant due to the nature of boosting.
The new system has much more control , I can directly set how much a vehicle accels in x amount of time, and de'accels , naturally this will change the feel of all the vehicles but like with other changes that were caused by new vehicles , its for the better, as I can more directly control how fast vehicles get to there max speed.
Acceleration build up is now shown under the Blast meter. its not important for casual play, but it lets you know how much acceleration you're getting and when you're losing acceleration
Acceleration drops after a 1 second grace period of letting go of the gas/braking/hitting something
Acceleration build rate is multiplied by the vehicles turboblast power, the stronger turboblast state, the faster accel build up , in turboblast specifically.
Vehicles were rebalanced a bit to make space for HCruiser
Hyper Cruiser may now be the fastest vehicle in the game with the adjustments currently but the difference between them all shouldn't be too drastic. and should be more track dependent.
Acceleration higher/slower should feel much more noticeable across the board
Scorcher had its general speed values and turboblast state nerfed across the board by about 25%
Reul's boost pad speed increased by 5%
A Drift boost meter next to the vehicle can be enabled in options
New Leaderboards are now split for playtest build and the public demo
Best lap now shown after races
Vehicles are now shown after races
Brake lights are on now
"Are you sure" prompt when quitting a GP
Steering on keyboard can now be rebounded
Camera distance in garage can now be tweaked with the right stick
Tutorial mode implemented
Speed penalty for failing tricks re-implemented