Homebrew working on a quick little wii racing game

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Today I found some time to test the new courses, before that I was kinda sucked into the world of Silksong 😂

First thing to notice: I like that the tracks are way longer than your first ones. It's like you tripled the duration of every single track.
Some of the decals were not pleasant for my eyes. The blue arrows on the middle of the road in blue ocean are giving me strobe ptsd vibes. Especially when playing it in the dark on my wii u gamepad. So I turned them off, but then it was not that easy to follow the turns. Maybe in bright daylight it will be better.

I like it that you put more vehicles on to the tracks of metro city. This is giving the feeling to drive on a busy highway.
And this was giving me another idea: is it possible to put some racers into the game? Like other vehicles which can accelerate as well or bump into you from behind when you are too slow? I don't know if it's possible to put this on the level like "fast racing neo", but it would be great to race against the ghost data of your previous tries or of other people who completed the course?

But you really did a great job on the last courses and put your game on another level with that. Thanks for that

Yeah, the blue might be a little too much, I will see if I can find another colour or use a brighter combination. Also note that you can set custom colours for the game in the colours menu - so you didnt have to turn off the track decals.

annoying npc racers is a good idea. and a player ghost could work but there are so many tracks I would have to store the ghosts on the sd card. I will think about this some more later.
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NewoZero Beta 4.46
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- changed the colours on Blue Ocean
- changed how the npc traffic acts on Blue Ocean, Metro City (moves faster)
- ability to hide player ship in camera menu
- fixed and reduced minecraft clouds
- darker background details
- renamed "difficulty" menu to "sector"
- other optimizations and fixes
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Download: https://owensoft.net/project/newogame/beta/newozero.zip

let me now how it runs, I might have broken stuff

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Last edited by newo,
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Fixed the leaderboard so that it shows the correct difficulty names and the scores for the new sectors.

Gonna refresh the menu colours next.
 
Fixed the leaderboard so that it shows the correct difficulty names and the scores for the new sectors.

Gonna refresh the menu colours next.
Just tested the last update. The colours are way better for the decals on the tracks now. And I like the way the npc vehicles behave. It's more dynamic, they are switching lanes and are going faster than before. It feels like a real f-zero race now. Good work.

I discovered a bug on the cup blue ocean in niveau 3. Right after the first tunnel I got below the track and couldn't get back up (see pic). But besides that I haven't found any other bugs.

Just some idea chunks: now that the npc vehicles go faster and switching lanes like maniacs it is more crucial to break now and then. Wouldn't it be possible to put accelerate on 1 and y (for classic controller) and brake on 2 and b? Just noticed that going off the gas didn't prevent a crash for me.
And the other idea is about the repair system of the ship. If the ship recovers full health after every niveau, it takes away a lot of thrill. It would be great to toggle a system on, where health recovers every 5 seconds a lil bit, so avoiding some crashes would fill up the health bar again step by step. Or you can put some health panels on the ground where you can drive over to heal some of the damage.

Thanks for this awesome game. Keep up the great work.
 

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@Technician you've been a great help. Let me know what name I should credit you as in the intro. I know why you are falling off level 3. And funny enough it only happens if you drive too far to the right. I will fix it tomorrow.

Regen health will definitely make the game too easy. Surviving Until the end is a big part of the challenge. You get extra points if you do a flawless run.

I will try to add a breaking button to quickly slow the ship. After I fix that fall off track bug.
 
@Technician you've been a great help. Let me know what name I should credit you as in the intro. I know why you are falling off level 3. And funny enough it only happens if you drive too far to the right. I will fix it tomorrow.

Regen health will definitely make the game too easy. Surviving Until the end is a big part of the challenge. You get extra points if you do a flawless run.

I will try to add a breaking button to quickly slow the ship. After I fix that fall off track bug.
Thanks, it's a great honor to be mentioned in this project. You can use my nickname Technician.

My thinking with the regeneration system was to get rid of the full health after the finish of a niveau and to get on with the health you got from the previous track. Just one full health at the start of niveau 1 and you should try to make it to niveau 16. But since you made each level longer for the new cups and the npcs more aggressive, this might be an impossible task
 
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You could always attempt a "no death run" and see how high you can get on the leaderboards but the most casual players will call it the darksouls of racing games. You get extra points for not hitting the walls and finishing with 100% health. its not easy!

NewoZero Beta 4.48
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- changed menu colour
- fixed bug on blue level 3, falling off track. @Technician
- signs above the track now follow selected colour scheme.
- readded ability to retry after death (2).

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Download: https://owensoft.net/project/newogame/beta/newozero.zip

let me know how it runs, I might have broken stuff
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* Slight bug in the last beta upload. Will fix it later.
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* fixed it
 
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I think I am going to release this as version 4.6. gonna spend the next month testing and getting feedback. I still need to add the break option and balance it to whether it's sharp or gentle (might add so assist to it as well).

Other than that its mostly testing and watching for slow downs. There are some sections of the track that will have too many signs or buildings or points. I have a debug menu profiler that I turn on while I drive around the stages. Sometimes I make changes to the signs that might have negative effects on other stages but so far everything seems to be running well, slightly better than v4.16.

It's gonna be hard to spot the differences between V4.16 but there are more signs and buildings in the new version.
 
Last edited by newo,
I quickly tested the last update, here are my impressions:

-Blue Ocean tracks are nice, but it feels a bit empty with the simple ocean wave beneath the tracks instead of having a landscape/ground with various stuff on it. (maybe adding some islands and palm trees could help, while maintaining the esthetics)

-Also on Blue Ocean (maybe elsewhere, haven't tested other sectors), the npc racers often go out of track in many sharper curves, then come back on track in the straights. It kind of breaks the immersion of the game... Could it be caused by the new mechanics of having more opponents and them being faster than before? I never noticed that on v4.16

-The «swoosh» sound of npc ships passing by is heard a half-second too late. As if it is synchronized with the camera's position rather than the actual ship.

About the discussion lately of integrating more racing elements to the game, in my opinion, the game should remain more of a CRUISER than a racer. Just keeping a good line on the track, listening to relax synthwave music, and not having to care for too much traffic or competitive opponents.

Good update, thank you!
 
Last edited by Rick328,
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I created blue ocean for the players that liked the ocean levels so it's all water. Islands would be tricky to add but it might be possible.

Yeah the AI on blue ocean and metro is faster so they fly off the track it's a different vibe but it's the only way I could get it to work unless I make them crash into the walls - which would be funny now that I think about!

Its always a chill game except on expert, mode. Lol
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Rick328. Will look into that woosh sound issue as well
 
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Yeah the AI on blue ocean and metro is faster so they fly off the track it's a different vibe but it's the only way I could get it to work

In that case, maybe it would be nice if there was a toggle option for those who prefer regular AI ships that stay on course vs faster ships that are disconnected from the track.
 
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In that case, maybe it would be nice if there was a toggle option for those who prefer regular AI ships that stay on course vs faster ships that are disconnected from the track.

Cannot have toggle option because it would affect the difficulty of the track which affects the score you get and final score on the leaderboards. Since Ocean and Metro are new I added it to those only. so going forward the faster cars are permanently apart of those cups. I have to keep the players score hunters happy.
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NewoZero Beta v4.5
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- final beta version before 4.6 release

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Download: https://owensoft.net/project/newogame/beta/newozero.zip

sidenote easiest dolphin setup;

NZ dolphin emulator setup: 1. download dolphin emu. 2. dl "libreshop" from openshopwii website. 3. drop libreshop boot.dol onto dolphin. navigate libreshop then dl newozero. (this step just puts the needed assets onto the virtual sd card inside dolphin) 4. dl newozero from wiibrew. 6. drop the bool.dol from newozero zip onto dolphin. 7. done
 

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NewoZero Beta v4.67
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Whats new; updated the sign graphics, cleaner lines, bug fixes and performance improvements. Bonus; it rains sometimes.

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Download: https://owensoft.net/project/newogame/beta/newozero.zip
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sidenote easiest dolphin setup;

NZ dolphin emulator setup: 1. download dolphin emu. 2. dl "libreshop" from openshopwii website. 3. drop libreshop boot.dol onto dolphin. navigate libreshop then dl newozero. (this step just puts the needed assets onto the virtual sd card inside dolphin) 4. dl newozero from wiibrew. 6. drop the bool.dol from newozero zip onto dolphin. 7. done
 
Last edited by newo,

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