-This game does not change resolution, nor does it go fullscreen at start. F4 still works for fullscreen/window mode switching.
UPDATE 6/06/07
Now you can set brake bias and turbo your car! Physics are hugely updated- mostly the steering. There's now a tachometer. Tire wear and brake fade are now in, too.
Press ctrl to switch between automatic and manual tranny, press up/down to shift gears.
UPDATE:
I made everything a LOT, and I do mean a LOT prettier, it's not as grainy, and the smoke is gone for the player. The AI's yet to get its own smoke, but I'll try to fit it in the next release.
The car-car collision's been fixed quite a bit.
Hitting walls is fixed a little.
The AI no longer freaks out if you bump him in the beginning. He gets right back on track.
New track, it's longer, offering more space for testing physics and such.
Speaking of physics, I fixed those up. I took down the cars acceleration a little bit, and I made the weight transfers during power slides and brake drifts a little more evident.
I added a new car, it's a Nissan Skyline GT-R. Its physics are still being worked on, right now it'll slide until about 20 degrees until it stops and you keep turning. It's fast though.
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An Initial D inspired mountain racing game, not entirely finished, this is the engine I've been working on.
What needs done:
More Cars
Track Selection Screen
More Visual Modifications
Performance Mods
Smoother, polished AI.
This game has more realistic drift physics than most other GM "drift games" I've played. It features actual countersteer, responds to brake/throttle inputs, and a true feeling of losing control for that hair-raising split second around the corner.
The physics themselves are also done quite well. Standing on the throttle makes all the weight shift to the rear- reducing your front traction and therefore steering, and hitting the brakes makes the front get more weight while the rear tires lose traction.
Hitting a wall head-on or at a bad angle makes you spin out. Otherwise you'll just scrape against it. I haven't gotten stuck yet.
You can perform a PIT- precision immobilisation technique, the thing the cops use on the news all the time to spin the guy out- maneuver on the AI, and they'll lose control and hit a wall. After that, they'll either spaz out or go back to the race.
If the AI hits you, it just bumps you a little bit, nowhere near as dramatic as what they do. I don't know why, but I'll probably make you lose control as well.
Be careful if you end up spinning out, if the AI hits you, they'll hit you hard.
The AI does drift a little, but I've yet to make it do it well.
The AI is a Sprinter Trueno AE86 with a carbon fiber hood, not a cop car.
Controls are: Left/Right: steer
X- Brake
Z- Gas
Shift- Handbrake
If you want to drift; it's pretty easy in this game to get started.
Slam the gas before the turn, then right when you begin to steer slam the brakes. Then slam the gas as you're coming out. The handbrake is good for straight-line, sliding drifts. If you wanna go a little crazy, you can just leave the gas full-throttle the whole time and try to get enough speed going to powerslide.
Make sure to countersteer or you'll spin out.