Time Rift Racers by D3kryption
Welcome to Time Rift Racers.


Theme
This game was written for the Ludum Dare 49 with the theme Unstable.
Story
Welcome to Time Rift Racers. The race that happens only once a century. It started in 1938 when Sir Rodger Clark wanted the greatest race. Not just a normal race, but a race that was unbeatable! He started by making people dress up from different eras to race and see who would win. But that got boring. Forward 2000 years later, his great great great great great great great (this goes on for a while) relative, revised this race but using their state of the art (sometimes breaks) Time Condenser Unit (TCU) to travel around actual time and find racers from the ages. Pick your racer, travel around the track in the era but watch out, the TCU is prone to randomly opening rifts that you will be pulled into!
Gameplay
You will spawn with an intro cutscene showing you around a map. You will then be taken to the character selection where you can pick your racer. Simply pick ,race and enjoy! You can quit on the results screen or ALT+F4. Cars will also adapt to being in the sea and land so keep an eye out!
Two awesome maps with one being in the Viking era with Loki and Valkyrie and one being from the Medieval era with Ralph the shop keep! (Yeah...Ralph was an odd one. We were looking for racing candidates and well Vikings are obvious, but Ralph..he was persistent. Turns out fans love him!) Developer Comments
I had an absolute blast making this game. So much fun to make everything work and play nicely together. I didn't create the models but I used assets I had purchased. Still as so much fun. I played the game several times and just had a blast. I had more plans for the game but just like every jam, you never manage to get them all in. I used so many packs over the years I've brought from the Unity Asset Store, HumbleBundle and SyntyStudios.
I streamed making large portions which you can find here:
https://www.youtube.com/watch?v=loi1hiPhk4o
What I did well
- The use of HDRP to make a visually appealing game with volumes and lights
- The game play is quite fun.
- The story behind the race is funky and unique
- I streamed a huge chunk of development
- The kit bashing of models to make cars
What I would do better next time
- Don't focus on making sections "perfect" and just get the gameplay out
- Find a way to make some Unity packages accept asmdef files. It kinda makes it super hard to work when I use them and they don't.
- Need powerups! Need to lay the game out more before fine tuning.
- The cars sound too much like normal cars lol Need to learn FMOD more
New things I've learnt
- Cinemachine Dolly and Cart - There are some features missing (like being able to play it in the editor) but overall its a quick way to provide a nice dolly system
- Ultimate Vehicle Controller - This asset is a brilliant start for any car racing system. It has a good AI with a decent car driving system.
- FMOD - Fmod is a tool for managing audio easier than mixing directly in Unity. Still have so much to learn here!
Known bugs
- Some vehicles float
- Ralph isn't the greatest character for some odd reason lol
- AI sometimes fall through the floor
- You can manually change gears in the car which breaks it a little
| Link | https://d3kryption.itch.io/time-rift-racers |
| Link | https://d3kryption.itch.io/time-rift-racers |
| Original URL | https://ldjam.com/events/ludum-dare/49/time-rift-racers |
Ratings
| Overall | 743th | 3.526⭐ | 40🧑⚖️ |
| Fun | 655th | 3.5⭐ | 40🧑⚖️ |
| Innovation | 793th | 3.263⭐ | 40🧑⚖️ |
| Theme | 1069th | 3.171⭐ | 40🧑⚖️ |
| Humor | 373th | 3.539⭐ | 40🧑⚖️ |
| Mood | 791th | 3.382⭐ | 40🧑⚖️ |
| Given | 48🗳️ | 54🗨️ |
congratulations to a very cool game! I enjoyed playing it very much. The car sounds combined with the boats and the Commentators were super funny and the portals (which were black walls - design would be cool) to make the race unstable was also top. Very well done!
:joy: yes the AI is a little toooo easy :joy:
Music in the Race was too quiet for me and i would have appreciated a pause menu to restart, because i had a bug with the Horse. When i touched it with the experimental character i clipped into the ground and could not steer.
But the Gameplay and the mood was really fun! And i like the effort you put in your description :)
You know what, you don't. I honestly thought that was a deliberate joke until I read that.
Anyway, It's a fabulous idea, that has so much potential. The one that springs to mind is randomized portal placement and destinations. That would add so much variety, but I imagine how much time that would add for each level
But anyway, it is still an enjoyable (if a bit dull due to AI issues) game even in the current state, great job!
I agree a pause menu would have been good :)
Ahahah yeah! Ralph wasn't the most stable.
Thank you <3
Thank you! Glad you had fun :D
Well done with the lighting. I can never figure out how to get the effects that I want—most of which are over ambitious anyway—when I us HDRP.
Used 'em all, yeah! :laughing: :cry:
I'm a wordy bastard, so apologies in advance for the wall of text.
I was surprised to see camera dolly in the opening, nicely done.
The AI couldn't seem to figure out how to handle the portals. They just kept piling up in a corner.
My first instinct is that the cars are floating because you made the mesh colliders on the ground convex, and thus extend above the mesh itself. My second is that the wheel colliders are lower than the mesh they are associated with.
Every time I came out of a portal I would spawn inside of a wall, and it would take a bit of wiggling to get control of the all-terrain longboat.
I honestly thought that you added the controls to the boats, stared the game, heard the default sounds, and thought it was too funny to "fix".
You should be able to just create an assembly definition for asset store packages and add the missing references that popup in the console. If there are any editor scripts, you'll need to make separate defs for those and mark them as editor only.
You named the enemy, perfection is now in your power. Slay it. :dagger:
Thank you for playing! <3
I love it!
Thank you! I always struggled with lighting but I just kept watching tutorial after tutorial until I had a basic grasp of it. Getting better! :)
I did base the intro voice acting on the Ratchet and Clank (ps4) game lol I have recently been playing it
I do try to make the voice acting not annoying and as good as I can :D
The AI did give up with the portals lol I wish I had more time to target that issue but tis what it is :D
I made the ground convex without actually knowing what it does. The AI pack I used (Universal Car Controller) just said it had to be lol
:joy: it seems to be the common opinion that people found the boat car noises funny lol
Thank you for your comment :)
I do agree it was very ambitious. On my dev logs I stated how I Wanted 3 - 5 maps :joy: :joy:
I agree the AI was farr to easy.
Thank you :)

Could find a way to free myself or quit the game. Had to tab out and close it and restart it.
I was using the Linux version. Glitchy and unplayable on a load end graphics card but seems to run fine on a GTX 1650.
Also, there were a few floating trees.
All in all, a good offering that just needs play testing and polishing to make it a finished game.
I'm glad you enjoyed it :)
Yeah the HDRP doesn't offer very good playable on low end GPU's I think.
Thank you for playing :D
Did made it alone? For 72 hours? Fantastic!