Back! With a racing game in a week?

I needed to take care of a few things like fix my phone, few things around the house, part of the car, help entertain our visiting nephew and oh yea, make another game!
My nephew Jaden is 11 y/o and wanted a game to race friends with, customize and upgrade a car, do stunts, dodge obstacles with abilities that you pickup resources for. So I made that in our spare time.
Took about..
6 days (2 of those days to learn the Unity wheel system, sigh) to make. Its nothing grand but it shows that with the right knowledge, its easy to make a small game and that Star Kinesis/V-Verse are massive by comparison. This game saves prefs, has multiplayer, 5 unique customization options for the car, color changer, 3 unique thrust systems with 2 upgrades each. 5 car chassis’ with easy add systems. 3 energy meters that allow rank points to be added to increase the max, level system with xp, cash and points. Dynamic environment and track variations. Garage with customization visualizations, re-spawn and quick reset, dodge mechanic for obstacles, ramps for track transitions flight power systems and a NOS system. Lastly, everything is saved by player and an ads system has been added! So its a silly car drifting game with lots of lights and colors for a young boy, its not perfect and likely not the jam of most people. BUT it does show that with just a few days and solid knowledge of what to use, where to go and how to structure a game you can make something decent with ease.
So why bring this up?
Because I want people to understand that when you know how to do something efficiently you can create anything… And that’s what I will be doing next, a tutorial while making a new game in the vain of something I personally enjoy over the course of a week. Now that I’ve got a ton of personal things squared away, my phone fixed, software updated, I’m back in business!
Wanna play? Select below!
Web-Builds(Chrome requires an extension/No multi-player(I think)):
Normal Unity Web-player
Offline Unity Web-player
Streamed Unity Web-player

Downloads(.zip or .rar):
PC ZIP Download
Mac RAR Download
Linux ZIP Download

Finally, done with the UI re-build!

Has not been a fun week+, exhausted from a massive kids party to my phone boot looping and dying so I couldn’t test… BUT I’m just gonna post this build as I wait for parts. The UI has been revamped entirely with everything condensed down to 2 menu buttons that change based on the scene. They also allow interfaces that split up the information flow to the player with overhead maps that allow you to gather mines, relocate your base, see your link influence and send quick pings in game. Cleaned and refined the tutorial as a system the player entirely controls as well as quick information missed with a codex that gets downloaded for the player to see more information. I did also updated my SDK’s so I think that should fix the android version black screen issue. But I cant test a whole lot at this time so I’m relying on players to yell their bugs at me. Thanks for your patience and time, check out the video highlighting the major changes!

PSA: Seems Android API 27 (Oreo) has an issue with Star Kinesis…

Just wanted to notify everyone that the issue with the latest API, Android 8.1.0 Goes black screen at the launch of Star Kinesis and this glitch will be addressed in the upcoming UI patch. Now I have only seen it on “Google” phones (2 so far) so if someone is running this API on a non-google device with Oreo, please let me know! Thanks for the feedback and letting me know. Sorry about the inconvenience.

Whats coming next?

The next objective:
So there are a few things that make Star Kinesis difficult to understand. Primarily the UI within the OPS interface, annotation within the welcome menu and the tutorial system. I will be knocking issues out after the website. Stay tuned!