Getaway Driver School
by alterjon
Getaway Driver School
Tags for Getaway Driver School
Description
Rhythm and Racing Collide in a Furious New Breed of Action!
Barreling down a long-abandoned, disaster-struck bridge, train to become the ultimate pro _Getaway Driver_!
With a straight-forward, 2-button gameplay scheme, and a strong, color-blocking minimalist aesthetic, GDS fuses deceptively simple mechanics with rhythm-timing-based play. Aim for top scores, upgrade unlocks, and achievements!
_GDS is the first game I've ever created, feedback is much appreciated, Hope you have a great time playing it!_
_- Jon_
How to Play
*Mouse*: select menu items.
*Left*: shift to left lane.
*Right*: shift to right lane.
_Rack up the points by crashing through the orange pylons to build up your combo chain!_
_Unlock upgrades in the shop to fuel your mad driving skills!_
Developer Updates
Update v0.17 Release Notes
Hi,
GDS got an update to v0.17 based on feedback. Hereโs a quick rundown of the changes:
Level Design
-changed some of the prop colors to make them more visible and fair at high speeds.
-Additional bonus points for reaching some of the more obscure areas of the levels.
Sounds
-Hitting โQuitโ stops both bgm AND the smoking wreck you left behind :)
-Pausing the game stops the engine and tire drift noises.
Visuals
-Tweaked the textures a bit so cables on the bridge sides are more prevalent.
-Additional camera code to smoothen out some of the jittery parts.
-A bit smoother around the edges with 2s anti-aliasing set up.
-Changed Game Over screen tip color to be more visible.
-Whenever crossing in-game checkpoints, a message pops up at the lower-right hand corner.
Comments
gamerscul9870
Apr. 11, 2013
endless? In school? Hhow normal.
alterjon
Apr. 09, 2013
Aw man, no thanks for
not formatting my release notes...
alterjon
Apr. 09, 2013
*v0.16 release notes, part 2 of 2*
*Under the hood*
- _Object pools_: instead of creating/destroying the random level segments, they are now reset and stored into a waiting pool to avoid runtime allocation, and retrieved according to the same original semi-random pattern. Bottom line: same semi-random pattern, smoother in-game experience.
*Tutorial Section*
- Tutorial markers (the black/yellow "danger" things on the ground during tutorials) no longer disappear disappear into thin air once passed thru.
*Unnecessary, but fun stuff*
- Faint camera vignette effect on Game Over screen.
- Updated textures on the unlockable cars (more contrast).
As always, pls feel free to leave feedback/bug reports, and I'll try my darn best to get it right.
Thanks!
-Jon
alterjon
Apr. 09, 2013
GDS Updated!
*v0.16 release notes, part 1 of 2*
*Balance Tweaks*
- Small tweaks on placement of checkpoints for restarting.
- _slightly_ more forgiving collision detection.
*Shop Screen*
- _Car design upgrade_ now starts at level 1 instead of level 0, to be more in-line with the other upgrades. Note: visual change only, should function similarly. If you had a level 1 upgrade in the previous version, it automatically got bumped up to level 2 the first time update v0.16 ran.
- Added visual and audio cues for shop upgrade success/fail.
*In-Game Camera*
- Avoids clipping thru objects. Cam now raises up when hitting obstacles.
rut_1
Apr. 06, 2013
Surprise surprise! FINALLY - a well made racing game in Unity! LOVED love loved IT! Your 8 months just paid off friend! 5/5 and in my favorites! Highly suggest you impliment the Kong API hi-scores + add buy able Kreds. (I woulda bought the other cars today... I'm much more of a whale than a grinder.) Go for it!
Thanks for the kind words, especially from a fellow dev! GDS has only been seen by immediate family until today. I'll try to work on the Kong suggestions next!