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Thread: The Last Hover Cabby in Sector G

  1. #1
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland

    The Last Hover Cabby in Sector G

    Hey folks, I just released a new game!



    It's free, on itch, go play: https://henke.itch.io/the-last-hover-cabby

    After I wrapped up Stilt Fella last year I spent the summer working on a few prototypes, this was one of them. I'm not sure if I'm ever gonna turn this into any bigger, more commercially viable product, but I still felt like it was too good not to share with the world. So I just spent the last 2 weeks turning this prototype into an ACTUAL video game. This means: adding menus, options, save system, music, overhauling graphics, tweaking some features, updating the engine and fixing every bug I could find. Oh, and I thought of a title: The Last Hover Cabby in Sector G. A title which not only sounds cool, but also conveniently explains why there's no AI traffic in the game!

    My main purpose with this release is to see what people think of it, and figure out if it's an idea worth continuing work on. So, whadayasay TTLG? Is this something?

  2. #2
    Member
    Registered: Sep 2002
    Location: In my room
    From the video this reminded me of Cloudpunk. I played it and the first thing I noticed is that this is a game where you fight the camera a lot if not mostly, since my cab was obscured by buildings right from the start and the slow camera movement made it hard to do turns. Then I wondered what a station looked like. This was relatively easy though. On my first few trips I badly damaged the cab and was told to see a repair shop. No idea what it looks like again. Doing those trips I wondered why I'm in a hover cab but cannot seem to change altitude (and fly over those skyscrapers). I enjoyed the music, the movement of the car and its jets and the tracer lines. I think I would have enjoyed the game more with a closely following camera or even mouse controlled camera. At least that would make it my fault if I can't see where I'm going.

  3. #3
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Thanks for playing and giving feedback!

    I expected a lot of people to complain that you can't go up or down but so far I think you've been the only one to mention it. I do admit it seems like insanity to make a hovercar game and then just ignore the 3rd dimension, but I feel like games often play better in just 2 dimensions rather than 3. I do have some ideas about adding more verticality to the gameplay, but I'll save those for if I ever turn this into something bigger.

    And yeah, I've had other complaints about the camera as well. I guess that's a gamedev blindspot for me, knowing my way around the city so well that the camera isn't a hinderance.

  4. #4
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    I played it for a little bit! It's a fun little game for sure, but I think it needs more than just cruising around and doing taxi fares. I agree with you about the 3rd dimension, and of course the hover-grid doesn't allow you to fly all over the place, but... what if there was a tiny amount of vertical space to play with? You know, just for evading objects and stuff (and maybe in the future other hovercars), not for climbing on top of the skyscrapers to admire the view. I think it'd look pretty cool too. Just an idea, but that might (or might not) be the little extra thing that the game needs in my opinion.

    The camera does feel a bit wonky at times, perhaps a traditional follow camera from behind could be worth a shot? Dunno, it might be boring and more disorientating though. The controls feel pretty good, but because of the camera angle it's sometimes not easy to find good "racing lines" and keep it smooth. I think that the boost could be a bit more... boosty. That would help with those sharp turns and spice up the flying a bit.

    My first game ended after only a couple of fares when I broke my taxi. I must say that it was a bit frustrating, even though the game did warn me I suppose. But I chose not to believe it and kept on cruising. Maybe somehow visualize the damage (smoke coming out from the engine or something) instead of just slapping the game over text in front of the player?

  5. #5
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    There is smoke coming out of the engine when you're under 40% condition, tho perhaps it's a bit hard to see at night. I should add some sparks as well.

    Thanks for playing!

  6. #6
    Member
    Registered: Aug 2002
    Location: Maupertuis
    If you renamed it "The Only Hover Cab in Zone G," you could do a Simon and Garfunkel filk about it.

  7. #7
    Member
    Registered: Jun 2004
    Non game-specific tip: try making a Web Build, you'll easily see 3-5x as much plays on Itch. I did that with RoYP and it was surprisingly painless. I spent maybe a day on the WebGL specific tweaks (tho I skipped save games since the demo isn't that long).

  8. #8
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    This whole thing is 289MB (384MB without compression) so I feel like it might be too big for WebGL. Anyway, it is the kinda thing where I do want players to buy in a bit. Download the whole thing and get into it, rather than just briefly test in a browser.

  9. #9
    Member
    Registered: Sep 2002
    Location: In my room
    Tom, get your cab right on time
    I know your part'll go fine
    Fly down to Bongo
    Doh-n-doh-de-doh-n-doh
    And here I am
    The only hover cab in Zone G

  10. #10
    Member
    Registered: Aug 2002
    Location: Maupertuis
    For those who don't know what we're on about, here's the original:



    If you do make this into a full game, Henke, I'll finish Kolya's filk, including audio.

    Whether you take that as an enticement or a threat is up to you.

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