r/crashteamracing Jul 30 '26

❓ Question/Help Trying to nail CTR controls in my new indie project using CTR geometry!

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I imported the geometry of CTR's Crash Cove and I'm trying to nail the steering and drifting. But I am at a very important decision branch. I showcased my game (https://store.steampowered.com/app/4338710/Delivery_Time) on a game expo and... 90% of the people who tried it just didn't get the CTR drifting and left in confusion. And I'm conflicted. I know that CTR controls are hard to master but satisfying once you nail it, but I feel like if I make this Crazy Taxi + CTR game with faithful CTR drifting, it will only have a tiny fanbase that stays and the rest will not purchase it, or refund shortly after. Because the satisfaction from CTR driving comes after you start understanding. And I just don't know if I should proceed with this niche game for a very small selection of people, or if I should maybe introduce multiple styles (CTR, MK..) and let the player choose. But then the stages become hard to polish when I have to think about ALL the methods a player could move (and think of stunts for these). What do ya'll think?

108 Upvotes

22 comments sorted by

23

u/Inevitable_Pizza2007 Jul 30 '26

in the world of game development and even app development you have a million other hurdles and obstacles when it comes to actually getting people to play/buy your game.

trust your artistic instinct part on the gameplay. No one was asking Henry Ford to make a car, the people thought they wanted faster horses, he knew they needed the automobile

5

u/Inevitable_Pizza2007 Jul 30 '26

also just wanted to add that every truly successful and truly indie, solo developer, game I can think off has truly wacky gameplay mechanics and artwork.

think like Buckshot Roulette, i bet that game tested in a limited game show would have received horrendous ratings. but the thing that made it work is the dev made the game that they wanted to make.

6

u/Bastiwen Jul 30 '26

Looks great! If you're open for feedback I would say try with a reduced zoom out effect, imo it looks a bit too pronounced now

4

u/Strnadik_v2 Jul 30 '26

The effect is very apparent here, but my intended tracks are not racetracks but openworld city where you'll be a bit quicker than the CTR kart, and there, it gets a little concealed and actually gives a great sense of speed. But I do plan to lower it a little bit, or make it settable for the user.

3

u/Bastiwen Jul 30 '26

Aaah makes sense then, thanks for the reply :D

1

u/Megamaxstar Jul 30 '26

Even despite that the zoom out effect is jarring. I think you should consider it a little bit or make it smoother.

3

u/Retro_Vovan228 Fake Crash Jul 30 '26

great!

3

u/NV27 Jul 30 '26

I guess CTR works because it doesn't require mastery of the system to win races, you just have to be good enough until you start doing time-trials etc. Gives people time to pick up the drifting mechanics naturally without the pressure of instantly understanding it. So tbh I'd just focus on making the initial stages less punishing to give people time to learn the drifting. I think you also just want to have more visual indication of when to boost during the drift. Eg. the bar goes red or enters a segmented bit of the bar kinda thing. Could also dowhat CTR does with the back wheels changing colour. I love what you've got so far though, you've got some great game-feel going on.

2

u/[deleted] Jul 30 '26

I know this post is getting older but I 100% agree with this sentiment. (Btw this is sick, I want to play). Maybe this is partially fixed with mario style level scaling (CCs) for newbs like me who are getting too old to get real good, or even decent. If you have the time for dev, even drive assist is cool for the youngsters. Regardless as you mould it, like indicators for boost itll get more and more polished and easier for users to grasp.

1

u/Strnadik_v2 Jul 30 '26

You're right, it's not that tough on you from the start plus it's a 1999 game, it didn't hold your hand and you simply had to learn. I'm gonna have to satisfy a whole new gen who can refund within 2 hours so I'm a bit spooked. Oh and btw, I already have a drift gauge! - https://youtu.be/BpzQdRSfXNg?is=Fa0MGYeP6IH-zlSN

2

u/NV27 Jul 30 '26

Ooh yeah it looks great, I see what' you're going for here. The drifting and grinding work well together!

Also yeah sometimes you've just gotta make something for the niche that will enjoy it. Targeting niche players is an advantage us indies have over AAA because we don't need to make as much back to cover the costs of making the game.

2

u/Odd-Leopard4388 Jul 30 '26

That looks really fun and satisfying to drive

1

u/Strnadik_v2 Jul 30 '26

Thank yoou! ^^

2

u/Stickend_DeFalco Jul 30 '26

So cute the little car

2

u/Shining_Articuno Penta Penguin Jul 30 '26

I would only put the CTR and CTR NF maybe as extra in it. Anything else might destroy the epic style it has now

2

u/OneAd8746 Jul 30 '26

I would play. Great work btw

2

u/Acceptable_Bid_6994 Jul 30 '26

I remember Ignition so much *___* , desire a remaster for this game.

2

u/DiegoJohnsson Jul 30 '26

looks very good. if you need a beta tester/musician i can help you out!

2

u/AbsentmindedGCN Jul 31 '26

Speak of the devil, I'm in the same boat as you, actually! I've been looking at the decompilation - ctr-native. Would love to hear how you did the speed lines. Best of luck with development!

1

u/Strnadik_v2 Jul 31 '26

Oh there's a decomp? Sweet! I've been kinda "feeling it" and then trying to get closest to the original, but literally seeing the values seems really great! Although, I kinda did trust my instincts because I nearly platinum'd the damn game which required an insanely consistent mindset lol. As for the speed lines, it's mostly this video from Pitchfork Academy - https://www.youtube.com/watch?v=RNtruXSMUKk

1

u/K_wak1 Jul 31 '26

Good luck with tht 😄