r/racinggames • u/Rageception • 12h ago
News Thanks to your feedback, my simcade combat racer is better than ever. Now I need even more feedback!
Hello again r/racinggames!
This community had great interest in DIVEBOMB: Weaponized Racing and after my last post about the demo release, you have provided lots of valuable feedback about the game and I am very grateful. I have released Demo Version 1.0 (10) which I believe provides some of the polish the demo lacked in version 0.95.
Feedback Changes:
- Many of you stated that the UI was crowded, distracting and hard to read, so I have overhauled the UI to make it more readable, less distracting while still trying to keep the Hologram AR style you have liked.
- The camera movement was criticized for being too rigid and not appropriate for the physics of the game. I have overhauled the camera rig completely, now the camera has a less active, more natural feel that is more fitting with the simcade physics.
- Many of you emphasized how at least sound settings should be accessible through the pause menu so I have added sound settings and a few more settings to the pause menu UI.
- You have stated that the marketing assets (Steam Capsule Art etc.) have made the game look more like a tarmac supercar racer, so I have remade the capsule art and marketing material to reflect the nature of the game.
- I have added AI use disclaimer as one of you stated I should. (No Gen AI art anywhere, only AI assisted tools for image editing and coding support)
Important Bug Fixes:
- I found a physics bug that caused cars to have almost double the torque they should have which caused a chain of other issues that I was compensating using handling tweaks, but now it is fixed and the cars feel much better to drive and much more predictable.
- I have tweaked the gear ratios of every car, basing them on similar specification cars from real life now that the torque calculations are correct which leads to much more closer racing and road cars that do not feel like race cars.
- NPC Cars would pin the player in front and continue sliding the player across the track with no way to get unstuck easily. I have updated the NPC behaviour to prevent such cases. I also tweaked the NPC behaviour to make them more competitive without making them unfair.
- The shockwave mine, when hit from certain angles would cause unpredictable launches. With a better, more physically accurate approach to force calculations, the shockwave mine now acts more like a shockwave instead of a launch platform.
Thank you all for your time and support throughout this demo launch, your feedback and your interest continue to motivate me. If you have the time I would really like to hear your new feedback for the demo.