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Mini Motor Racing is submitted to the Appstore!

Discussion in 'Made With Unity' started by jtbentley, Nov 30, 2011.

  1. lockbox

    lockbox

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    Looks great and very well done! I'm definitely looking forward to the Android version.
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    it's interesting you decided to avoid using wheel colliders. Do you have any hints or sites to suggest if we were to take a look at alternative ways to do it? :)

    Also I wondered how you're doing on appstore with this puppy since it's still one of the best looking titles imho.
     
  3. pixelsteam

    pixelsteam

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    Wow man, fantastic game. I test alot of apps on my ipad and Mini Motor Racing has been one of the best.
    Fantastic Gameplay, and looks great.

    I just wish I could upgrade to a new car quicker...takes alot of cash to get there.

    You guys should be very proud for setting the bar VERY high. Sure would like to see a detailed blog on the dev.
     
  4. Meltdown

    Meltdown

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    Looks great please let us know when the Android version is complete.
     
  5. dogzerx2

    dogzerx2

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    This game looks amazing!!
     
  6. jtbentley

    jtbentley

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    Hey guys, just a quick note that we've updated MMR to version 1.5 on the Appstore and Google Play. We also managed to get iPad 3 retina support in there just in time :)

    -Full ONLINE mulitplayer
    You asked for it, you got it! Random quickrace matchup or invite upto four of your friends, ONLINE!
    -A whole new Championship
    Hours of new content featuring 4 all new tracks with day/night and various weather effects
    -Several new cars to upgrade
    All with multiple liveries, unique stats and style
    -Several newly remastered tracks
    -Enhanced shaders on all cars for all devices
    -Many fixes, tweaks, polish and more!



    Updated Promo Art!


    New 'Downtown' screenshot (ingame)



    Remastered Grand Prix track (ingame)
     
    Last edited: May 10, 2012
  7. Deleted User

    Deleted User

    Guest

    Wow! The new art is gorgeous :)
     
  8. imRobert

    imRobert

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    Just when I got a feeling that Unity could become second nature. This game just put sand In the engine and a potato in the exhaust.
    I'll be playing it 24 hours a day, like I did with Codemaster's Micro Machines.

    You've done a great job.

    [offtopic]
    Wish there was a starter pack for a game like this, or for a game like Riptide GP (my other favorite).
    Say hello to my little blue friend. Because of him I was allowed to eat as much cookies as I could, with just one glass of milk. :p
    [/offtopic]
     
    Last edited: May 5, 2012
  9. jtbentley

    jtbentley

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    We've just released for Android! You can check it out here on Google Play!

    I also thought I'd post some concept art for you guys.. The left is our painted concept (from our Art Director, Adam) and on the right is the in-game model we use :)



    Here's some concept for the Suburbia track!
     
    Last edited: May 10, 2012
  10. jtbentley

    jtbentley

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  11. stealthcold

    stealthcold

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    This game is awesome! great job guys! :)
     
  12. shaderbytes

    shaderbytes

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    First google play purchase on my first tablet : Mini Motor Racing !! great game well done my money was well spent.
     
  13. hippocoder

    hippocoder

    Digital Ape Moderator

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    Hope sales are treating you well, it's well deserved!
     
  14. gunga

    gunga

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    Haha, I bought this last week before i went camping and spent a lot of time playing it in the tent.

    I was curious if unity was used, so i did a google search and found this thread!

    Amazing work very inspirational!
     
  15. dreammakersgroupAdmin

    dreammakersgroupAdmin

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    Nice game, defiantly i will purchase it.
    which gui system you are using? are you using unity built in gui or something else
    and for networking are you using unity built in networking?
     
  16. jtbentley

    jtbentley

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    We're using Unity networking, and a mix of EZ Gui and our own proprietary solutions for the interface :)
     
  17. Paradigm-SW

    Paradigm-SW

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    Would buy it right now but my app store is playing up :/
     
  18. imRobert

    imRobert

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    Which parts of the game did you have to hand-code, because Unity didn't (exactly) offer what you wanted to achieve ?
     
  19. jtbentley

    jtbentley

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    Well, it's all hand built, really.

    Mini Motor Racing started with Unity 1.5a, before they even had nice controller prefabs. The physics were quite interesting because wheel colliders are too expensive (so we don't use wheels), and the entire game was built to be <10 draw calls (the game rarely, if ever, will go over 20 draw calls)..
     
  20. imRobert

    imRobert

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    Thought so. At least it was not because of missing features in Unity's current functionality.
    So I'll assume from your reply, that most of MMR could have been done without hand-coding with the current version of Unity.

    And less than 10 draw calls is pretty amazing, for what's going on.
     
  21. jtbentley

    jtbentley

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    Not. A. Chance.
     
  22. erenaydin

    erenaydin

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    looking awesome :D
     
  23. imRobert

    imRobert

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    Hahaha! If I would have asked, you probably wouldn't have responded. ;)
     
  24. bandingyue

    bandingyue

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    Hello JTBentley .

    I have played mini motor over ten hours,it is nice graphic and funny.

    you sayed your team put two years on it.

    cound you tell us how many people in your team?
     
  25. jtbentley

    jtbentley

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    We started with myself and and an artist, and it grew to a team of 8-10 very talented people :)
     
  26. jtbentley

    jtbentley

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    I would also like to point out that we recently surpassed 1,000,000 downloads!

    Unrelated, here's some additional concept art of one of the cars in the game done by our absurdly talented Art Director.

     
  27. jebo87

    jebo87

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    I must say this is one of the best games I've played lately...it's got nice gameplay, awesome graphics and physics.

    Nice job!
     
  28. imRobert

    imRobert

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    Congrats on the 1,000,000 downloads. :cool:
    Will we ever see a Bentley in this game ?
     
  29. DarkSprite

    DarkSprite

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    I been playing the game , it a great game , well done
     
  30. bandingyue

    bandingyue

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    congratulations!

    are your team ready for the next project?
     
  31. I am da bawss

    I am da bawss

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    Damn! That looks sweeeet!

    How many polygon/triangles is that?
    Do you mind sharing some stats? Like how many polygon it is usually in the scene (or in view at any one time)??
     
  32. jtbentley

    jtbentley

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    At any given time in a race, the idea was to have less than 5000 triangles visible. When the app was in prototyping, it was aimed for Gen 2/3 hardware, so these were a hard limit that we did our best to not exceed.

    We always try to keep everything at a solid 60fps, but later in the game's development, we made the tough decision to always have particles running. This meant that in certain tracks that are particularly particle heavy (dust, rainy, etc), the frame rate could drop to roughly 45fps on Gen 3 4.

    There are a few little features that made it into the game that are turned off on older devices, and we've prototyped other visual improvements, but if it makes the frame rate drop below 30fps or the frame rate drops inconsistently (so large up/downs in performance), it gets dropped or goes through another round of optimisation.

    Android proved a bit different again, there's too many devices to test/check against. So certain features (particles, shadow accuracy, etc etc) are progressively degraded in runtime depending on how many times the device fails to meet the targeted frame rate (30fps on android). This is something you don't need to do with iOS, because there's only a handful of devices to benchmark on, but for Android there's literally 50+ usable devices.
     
  33. Kristian Doyle

    Kristian Doyle

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    Congradulations on a quality release. You guys have done it right - spent the time, taken a focus on efficiency and completeness, not tried to form a paridigm shift with your game, but taken a past game format and spun your own take, improving on things all the while. Yeah you have to throw the particles in - it would have been a cake without icing. Nice job.
     
  34. Heu

    Heu

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    Holy crap playing this game now and its SUPER fun!!
     
  35. I am da bawss

    I am da bawss

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    Thanks for the insight!! Its been inspirational !
    About the triangle count - do you think 5000 tris hard limit is still a reasonble limit nowadays if I aim to target 3GS+?? Did you find any correlation between polygon count and shaders or particle effect - eg. which is more costly?
     
  36. Deleted User

    Deleted User

    Guest

    Congrats! I hope 1,000,000 is just the beginning :) The new muscle car is great, but I like your Art Director's version better than the final game model (but both are great). Why did you decide to change the design?
     
  37. xandeck

    xandeck

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    Me and my team are finishing our first mobile game as a company, and your game looks really inspirating. Good job... also, this game made me buy for the first time In-App coins (or itens)...
    Keep it up!
     
  38. jtbentley

    jtbentley

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    Particles are inherantly more expensive because there's a lot of overdraw if you aren't super stingy on your particle count. The fill rate of the devices isn't fantastic at best.
     
  39. sh0v0r

    sh0v0r

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    I bought the game again (had it on a iphone 3GS) for my Samsung Galaxy S3, it looks so good on there, 1280x720 60FPS, such a polished piece of work guys you must be very proud!
     
  40. Fehr

    Fehr

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    Thanks hippocoder,

    Your many insightful comments in other threads have contributed to the quality of this game. Keep it up!
     
  41. jtbentley

    jtbentley

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    The concept was more of a pitch to get the car included in the lineup. During the modelling process it went through a few design tweaks to make it stand out and feel more muscular, etc. Art is somewhat of a process.

    We've got heaps of these concepts that haven't been released or used in the game, yet :)
     
  42. Craig_OZ

    Craig_OZ

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    Hey Jamie

    love Mini Motor Racing.

    Are you able to share the Camera settings that you use for the camera following the player?

    Thanks
    Craig
     
  43. Jtbentley_v2

    Jtbentley_v2

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    We simply duplicate a position, apply an offset, and add some dampening (with * Time.deltaTime). The position we apply the offset to isn't the car itself, however, it's an additional transform roughly 15 meters (a few car lengths) in front of the car, so there's a bias toward showing the track ahead rather than behind :)
     
  44. Craig_OZ

    Craig_OZ

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    Jamie

    thanks for the information.

    Craig
     
  45. Jtbentley_v2

    Jtbentley_v2

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    HAPPY 1st BIRTHDAY MINI MOTOR RACING!!!

    Mini Motor Racing turns a massive ONE today and to celebrate this momentous event we're offering up to 60% off on just about every store item in the game! With the new 1.7 update coming up (packed with loads of new content to enjoy), this is the perfect time to flesh out your garage in preparation for the release!

    Mini Motor Racing has been downloaded by over 6 MILLION people in over 30 countries around the world since it's humble release in 2011 -- and we couldn't be more excited! We have so much planned for the future of Mini Motor Racing and want to give a heart-felt thanks to all of fantastic supporters over the past year.

    Join us in the celebrations -- the store savings will continue till the 10th of December so you have a few days to spread the word!

    Enjoy the game and we'll see you on the track!

     
  46. hellobard

    hellobard

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    This game is a fantastic achievement, I have played it till my fingers bled and am still in awe of the graphics.

    My most sincere congratulations to you and your team!

    Now, back to playing Mini Motor Racing...
     
  47. QuantumTheory

    QuantumTheory

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    Beautiful looking game you have. If I had an ios device I'd pick it up. Congratulations on your release!