I'll be honest, most of why I watched this particular episode was due to curiosity after seeing all of your remarks about it on Twitter. That being said, having a "QA Report" series, where you go through games that are generally seen as terrible and trying to offer suggestions as to what they could have done better, or removed, or added, would be pretty interesting. Keep up the good work, Kris!
+White Rhino PSO But in a lot of cases it would also be very pointless. WWHD is a special case because it's primarily a one-man indie project, so that means the person working on it is very likely to listen to feedback. The more people involved, the less likely they will listen to you and instead focus on their own support staff and their own prioritizing, plus when you play a game specifically to QA it, there is zero enjoyment; it is all WORK. I may do more videos like this in the future, but I wouldn't enjoy making a regular series out of it. :P
so THIS is what you were talking about on Twitter. Haha, I had no idea it was a Wacky Wheels HD re-make! Chris is super lucky to have you helping him out. I hope to hear about an update on this game as I love the original. Great video! I'm totally ready for edutainment month :)
That was really interesting to watch. I often "feel" what is wrong with games, but can not put my finger on it. So the QA format is really cool. Thanks! :)
Very constructive! I really hope this project gets off the ground so that I can enjoy an old classic again, and also let my kids play this more modern version would be really cool. Thanks!
Hopefully they work on your advice, I'd like Wacky Wheels HD to be a good game. I tried out the original after seeing it on ADG and found it really fun despite not liking any other "Mode 7" racing game. I'd also like to see an option for the original 90 degree drifting, once actual issues are fixed. Yeah it's wonky but it was kinda of a big part of the "feel" of the original. Also, game design fascinates me and I like that you went with the post-mortem rather than just tearing it apart. Feels much more constructive.
+Pirate Bear The game's still in active development, and the developer is indie, so being constructive was definitely the better approach. If this WAS just a cash-in made from outsourcing I would've absolutely torn into it. :P
I have both the HD version and original version on Steam, and I didn't know that the HD version was completely different than the first one. The original game is pretty fun, for what it was. Thanks for taking the time and effort to do this, I really hope the dev sees this.
I purchased this when it first released on STEAM and left it essentially unplayed after an hour if trying to load it. I put it down to the fact my laptop is 8 years old (3years at the time of issues). It's semi reassuring to know I didn't really miss anything because it was a buggy mess. Now I have a newer machine, I might be inclined to try again.
3. You know...while it isn't perfect, I have to give it props for at least letting you remap SOME buttons. A lot of games even today don't give you that option and it drives me insane. Sure sometimes the default control scheme is good, other times there's something I want to change. And not having the same flexibility for controllers that I do for mouse and keyboard is quite frustrating.
Thanks for the video. I also got the game and I also noticed most of your criticism as well (though I can play in full screen and I don't experience slowing down). I'm not here to defend the guy, but if he's making this alone, it's no wonder why it's that buggy or unpolished.Yeah, winning animations are meh, but from my experience, sometimes making a single animation could take weeks. Even adding controllers support, something that should be trivial, can be tricky or hard to implement. So what I'm saying is it's not that simple. That's not an excuse not to make improvements though. But now that his game is long passed it's selling peak, I doubt he has the motivation to improve it. Let's hope this video will change his mind.
+Roobar The game is nearly a year and a half old but the last update was just last month in February. He's still working on it, just very slowly because he spreads himself across multiple projects simultaneously. I suspect there'll be more updates. ;)
+Solis4Champ Some games in Early Access on Steam are in even WORSE shape. I think the trouble is that even though it technically left Early Access in late 2016, it really wasn't ready for it. :P
Well a game in early access is considered an incomplete game. The problems that this game have would be expected if it were still in early access. It's disappointing this guy would have the gall to release this as a complete game on steam with so many problems.
+Solis4Champ Thus the Mostly Negative feedback it presently has and my statement that I feel he's a stronger businessman than game dev. He decided to cut his losses and put more effort into other projects; a decision which still seems to haunt him, but the businessman inside him knows it's still more financially viable to leave it up regardless of the poor feedback. This is why bad games even get put out at all, because people WILL buy them, and some may even like them despite their failings.
The developer seems like a nice guy, but he's trying to retrofit an existing bad mario kart clone into being themed after Wacky Wheels and that is just a fundamentally bad idea. My biggest problem with it is that it does not drive like Wacky Wheels. Wacky Wheels is not just a Mario Kart clone as some reviewers have claimed. I haven't played the new Wacky Wheels HD patch but the version I did play had drifting like many kart racers but was completely missing the hand brake turn, which was what gave classic Wacky Wheels its unique feel. Without the hand brake turn, it just doesn't feel like Wacky Wheels. It's like doing a remake of Broderbund Stunts which leaves out the ability for users to create custom tracks. Why would you do this? I still love to tear through the classic Wacky Wheels tracks every now and then on fast pro mode, constantly doing the hand btake on every turn. This thing ... no.
+Cyberbrickmaster1986 Unfortunately no. Not because the dev didn't want to fix things but because he's been hard at work on his own IPs, which is probably the better route for him to go TBH.
I have no idea what games fit the Episode 233 clue. If I come up with anything, I'll send an email, but anything I've thought of is less than 3 years apart from each other.
+Jomaster The Second Technically. It's actually using iTorque2D 1.6, which was released around 2010 I believe and is a later iteration of the original Torque engine designed specifically for 2D projects. (The game uses a special rasterizer to produce SNES Mode-7 style graphics. There's no 3D in here at all.)
+Lassi Kinnunen Especially with an 8-year-old engine which is just giving no end to grief with internal issues. This is why I recommended switching to a more modern engine as the number one priority. :P
+Lassi Kinnunen The game is written in Torque 2D, so much of it is scripting as opposed to engine code, thus why an engine port wouldn't be nearly as complicated as if it was using a custom engine with minimal scripting. As for the rendering, it's actually stitching multiple large textures together for compatibility sake as not everyone can handle super-large texture sizes on their GPU. :P
While I agree that switching to a more capable engine is - in most cases - a good idea, it can be a considerable time and resource investment that could easily make or break any game project, especially when considering a smaller indie team. With that in mind and as you said, much of the game's assets and systems do need a considerable overhaul, and an engine change will inadvertently require recreating and reworking the underlying systems, so it's very possible that switching engines is exactly what the team needs. They certainly have a good framework down, and I would love to see this project succeed, considering my nostalgia for the original game! Hopefully they do the right thing.
+Rezulux I've read comments Chris has made elsewhere about things he was trying to work around with the underlying engine, some working on some platforms while not working on others, plus it's ultimately a 2D engine with largely scripted aspects. Moving engines would certainly take time but converting the scripts over shouldn't be too challenging and a lot of bugs would be squashed in the process without having to work around them. Heck, the version of Torque 2D in use is so old I have to run the game in Compatibility Mode on my Win10 system; it simply does not boot otherwise. :P
Actually, this game has since disappeared off of digital storefronts. The author decided not to renew his license and instead focus on his own IPs which were going along much better. Probably just as well; this game needed a TON of work. :P
switching engine is the quickest way to just make the project die. It's not a good suggestion, even if the game is a broken mess, if it's a passion project he needs the will to pretty much start from scratch again, if it's a commercial one is pretty much suicide
+0xBADCOFFEE Many of the bugs though are with the engine itself and workarounds the author's attempted are only working on SOME platforms. Not to mention, these bugs are partly due to the age of the engine. Besides, the way Torque 2D works is that most everything is done through scripts, so converting the scripts to work in a different engine wouldn't be too challenging, just time consuming. If the author had written his OWN engine then I would agree, switching engines would be a terrible idea then. :P
Agreed, the best thing to do is finish it off and learn from it. Use a different engine for the next project. Honestly I'm shocked to hear this suggestion from another game developer.
+Josh Enes I think you might be surprised how often game engines get switched out in game projects, both AAA and indie, although it usually happens much earlier in development the moment issues with an engine start popping up. Chris primarily works with Unity now on his more recent projects so switching from Torque to Unity with WWHD would not be that hard for him to do, it would just take a fair chunk of time. :B
Besides evaluating or developing throw-away prototypes I would say it is extremely rare for a AAA studio to switch engines mid-development. They would usually have either a support contract with the engine developer to get any bugs fixed, or access to the source code to fix it themselves. If you have any specific examples, perhaps it would make a good topic for an episode.
+Josh Enes Again, it usually happens very early on before any real progress has been made, before the public is even aware of the game's existence. If it happens later in development, as was the case with Duke Nukem Forever and the System Shock reboot, that in and of itself is not the issue which derails the project, it's that the developers go an entirely different direction at the same time, which means redoing EVERYTHING, not just porting stuff over, and yes, whenever this happens mid-project it pretty much always causes huge delays and financial strain. In Chris' case, he's spending more time trying to debug the underlying engine than actually work on the game itself. That's a VERY good reason to make an engine switch. :P
Has the developer worked on this game and improved it since you made this video? I'd really like to buy this game on Steam, but clearly at the time you made this video the game wasn't that good. If it has been improved I would buy it.
+Lachlant1984 Nope. The developer's mostly been moving forward with Unity and their own original content, which quite frankly, is the better decision since this game really needs a total rework to be viable. Thus at this time you're better off playing the original. :B
I've been told it's not possible for indie games to include time trial ghosts. Unbelievably enough, ghosts are patented. You can only use ghosts in a game if you're prepared to shell out a lot of money to licence them. This is why so few racing games actually have ghosts.
+Majora de Mayhem That would be unbelievable because such a patent should've expired by now, given how long time trial ghosts have been around for, plus a quick Google search turns up nothing about such a thing existing. :P
+Majora de Mayhem Well, after doing some research, it seems the original patent has absolutely expired by now, so adding ghost cars to games shouldn't be an issue. HOWEVER, I have noticed that Warner Bros. Entertainment filed their own patent in 2009, based off an abandoned patent from 2000~2004, not granted until 2014, which regards "enhanced" ghosting features, the language of which frequently uses the word "plurality", suggesting multiple ghosts, as well as the saving of ghosts. So, having a single ghost tracking your best time which is lost when you quit can be done without patent nonsense getting in the way anymore, but anything more than that seems to be under patent... But, all of that said, remember that patents are EXPENSIVE, as are filing lawsuits related to them, so the chance a software patent owner will go after a small-time indie dev is really low since it wouldn't really accomplish anything other than burn many thousands of dollars. :P
I'm glad I held off from buying it. And yeah, as I can see now, this game needs an overhaul as it really does look like a complete mess. At least the original is still easily obtainable and Super Indie Karts still looks promising.
My only recommendation: throw this to trash and start from scratch. You can code Wacky Wheels clone in a 3 days in Unity3D. It's that simple. Track is just a flat texture. Simple quad would suffice or you can use Tiled to draw track from tiles and even easily put collision information, either using colliders, or have a second collision tilemap, where different colors represent walls, road, grass, water etc. Arcade kart mechanics aren't complicated either. Simple sphere colliders are enough. You don't even need to use physic engine for that. Just calculate distance of two object and if it's lower than sum of there spheres radius you have a collision. 1000 lines of code in Unity3D is more than enough to replicate all the mechanics from original. Personally I would go for a pixel-art style, which still look good in high-res. Minecraft's blocks look great on 4K displays, because you can clearly see pixel patterns at great distances. Original Wacky Wheels have great art, which is way better than graphics in this remake. Old pixelated look is part of the charm of the original. There are many kart racers with polygonal characters and tracks. There's no need to go that road with Wacky Wheels.
+fourdee4d This was originally going to be a review of the game and I was already deep into making the video when I realized what the end result might've been had I not switched gears and approached this differently. Was it a waste of time? Probably. But at least I turned this from a bashfest of a video into something constructive and informational. :B
Neat idea... I think this should be more of a thing across UA-cam. Sure, it's free QA, but at the end of the day we all just want great games!
I'll be honest, most of why I watched this particular episode was due to curiosity after seeing all of your remarks about it on Twitter.
That being said, having a "QA Report" series, where you go through games that are generally seen as terrible and trying to offer suggestions as to what they could have done better, or removed, or added, would be pretty interesting.
Keep up the good work, Kris!
+White
Rhino PSO But in a lot of cases it would also be very pointless. WWHD is a special case because it's primarily a one-man indie project, so that means the person working on it is very likely to listen to feedback. The more people involved, the less likely they will listen to you and instead focus on their own support staff and their own prioritizing, plus when you play a game specifically to QA it, there is zero enjoyment; it is all WORK. I may do more videos like this in the future, but I wouldn't enjoy making a regular series out of it. :P
Uio
These kind of videos are why i love your channel, keep doing great work! :D
so THIS is what you were talking about on Twitter. Haha, I had no idea it was a Wacky Wheels HD re-make! Chris is super lucky to have you helping him out. I hope to hear about an update on this game as I love the original. Great video! I'm totally ready for edutainment month :)
That was really interesting to watch. I often "feel" what is wrong with games, but can not put my finger on it. So the QA format is really cool. Thanks! :)
Very constructive! I really hope this project gets off the ground so that I can enjoy an old classic again, and also let my kids play this more modern version would be really cool. Thanks!
Thumbs up for doing something constructive.
Great critique
Hopefully they work on your advice, I'd like Wacky Wheels HD to be a good game. I tried out the original after seeing it on ADG and found it really fun despite not liking any other "Mode 7" racing game. I'd also like to see an option for the original 90 degree drifting, once actual issues are fixed. Yeah it's wonky but it was kinda of a big part of the "feel" of the original.
Also, game design fascinates me and I like that you went with the post-mortem rather than just tearing it apart. Feels much more constructive.
+Pirate Bear The game's still in active development, and the developer is indie, so being constructive was definitely the better approach. If this WAS just a cash-in made from outsourcing I would've absolutely torn into it. :P
game should be in early access.. shame on the developer!
+Solis4Champ It actually WAS for six months prior to being considered "complete" in late 2016... >_>;
WOW. That makes its current state much scarier!
I have both the HD version and original version on Steam, and I didn't know that the HD version was completely different than the first one. The original game is pretty fun, for what it was. Thanks for taking the time and effort to do this, I really hope the dev sees this.
+Chad
W Smith He saw it an hour after it went up. ;)
This game looks like someone underestimated the amount of work that goes into a good Kart racing game. Ten fold.
+kduhtdkzrt Reading through the comments on the video so far it seems the developer wasn't the only one. ;)
I purchased this when it first released on STEAM and left it essentially unplayed after an hour if trying to load it. I put it down to the fact my laptop is 8 years old (3years at the time of issues).
It's semi reassuring to know I didn't really miss anything because it was a buggy mess. Now I have a newer machine, I might be inclined to try again.
Very interesting video, don't mind having more like this
It actually looks pretty good. Would be a fun game to purchased once he gets things debugged.
3. You know...while it isn't perfect, I have to give it props for at least letting you remap SOME buttons. A lot of games even today don't give you that option and it drives me insane. Sure sometimes the default control scheme is good, other times there's something I want to change. And not having the same flexibility for controllers that I do for mouse and keyboard is quite frustrating.
Thanks for the video. I also got the game and I also noticed most of your criticism as well (though I can play in full screen and I don't experience slowing down). I'm not here to defend the guy, but if he's making this alone, it's no wonder why it's that buggy or unpolished.Yeah, winning animations are meh, but from my experience, sometimes making a single animation could take weeks. Even adding controllers support, something that should be trivial, can be tricky or hard to implement. So what I'm saying is it's not that simple. That's not an excuse not to make improvements though. But now that his game is long passed it's selling peak, I doubt he has the motivation to improve it. Let's hope this video will change his mind.
+Roobar The game is nearly a year and a half old but the last update was just last month in February. He's still working on it, just very slowly because he spreads himself across multiple projects simultaneously. I suspect there'll be more updates. ;)
How did this game even get released on steam?
+Solis4Champ Some games in Early Access on Steam are in even WORSE shape. I think the trouble is that even though it technically left Early Access in late 2016, it really wasn't ready for it. :P
Well a game in early access is considered an incomplete game. The problems that this game have would be expected if it were still in early access. It's disappointing this guy would have the gall to release this as a complete game on steam with so many problems.
+Solis4Champ Thus the Mostly Negative feedback it presently has and my statement that I feel he's a stronger businessman than game dev. He decided to cut his losses and put more effort into other projects; a decision which still seems to haunt him, but the businessman inside him knows it's still more financially viable to leave it up regardless of the poor feedback. This is why bad games even get put out at all, because people WILL buy them, and some may even like them despite their failings.
The developer seems like a nice guy, but he's trying to retrofit an existing bad mario kart clone into being themed after Wacky Wheels and that is just a fundamentally bad idea.
My biggest problem with it is that it does not drive like Wacky Wheels. Wacky Wheels is not just a Mario Kart clone as some reviewers have claimed. I haven't played the new Wacky Wheels HD patch but the version I did play had drifting like many kart racers but was completely missing the hand brake turn, which was what gave classic Wacky Wheels its unique feel. Without the hand brake turn, it just doesn't feel like Wacky Wheels. It's like doing a remake of Broderbund Stunts which leaves out the ability for users to create custom tracks. Why would you do this?
I still love to tear through the classic Wacky Wheels tracks every now and then on fast pro mode, constantly doing the hand btake on every turn. This thing ... no.
This fully constructive video was made nearly 2 years ago. Has anything changed in Wacky Wheels HD since?
+Cyberbrickmaster1986 Unfortunately no. Not because the dev didn't want to fix things but because he's been hard at work on his own IPs, which is probably the better route for him to go TBH.
Huh? I didn't know it had a HD version.
I have no idea what games fit the Episode 233 clue.
If I come up with anything, I'll send an email, but anything I've thought of is less than 3 years apart from each other.
Torque??
As in... The Marble Blast engine torque?!
+Jomaster The Second Technically. It's actually using iTorque2D 1.6, which was released around 2010 I believe and is a later iteration of the original Torque engine designed specifically for 2D projects. (The game uses a special rasterizer to produce SNES Mode-7 style graphics. There's no 3D in here at all.)
Aaaah, I gotcha.
+Lassi
Kinnunen Especially with an 8-year-old engine which is just giving no end to grief with internal issues. This is why I recommended switching to a more modern engine as the number one priority. :P
+Lassi
Kinnunen The game is written in Torque 2D, so much of it is scripting as opposed to engine code, thus why an engine port wouldn't be nearly as complicated as if it was using a custom engine with minimal scripting. As for the rendering, it's actually stitching multiple large textures together for compatibility sake as not everyone can handle super-large texture sizes on their GPU. :P
You should do this kind of video on Robot Arena III.
where in the world is carmen sandiego?
where in time is carmen sandiego?
While I agree that switching to a more capable engine is - in most cases - a good idea, it can be a considerable time and resource investment that could easily make or break any game project, especially when considering a smaller indie team. With that in mind and as you said, much of the game's assets and systems do need a considerable overhaul, and an engine change will inadvertently require recreating and reworking the underlying systems, so it's very possible that switching engines is exactly what the team needs. They certainly have a good framework down, and I would love to see this project succeed, considering my nostalgia for the original game! Hopefully they do the right thing.
+Rezulux I've read comments Chris has made elsewhere about things he was trying to work around with the underlying engine, some working on some platforms while not working on others, plus it's ultimately a 2D engine with largely scripted aspects. Moving engines would certainly take time but converting the scripts over shouldn't be too challenging and a lot of bugs would be squashed in the process without having to work around them. Heck, the version of Torque 2D in use is so old I have to run the game in Compatibility Mode on my Win10 system; it simply does not boot otherwise. :P
Oh dang! I had no clue they were redoing Wacky Wheels!
Actually, this game has since disappeared off of digital storefronts. The author decided not to renew his license and instead focus on his own IPs which were going along much better. Probably just as well; this game needed a TON of work. :P
@@Pixelmusement kinda too bad, though. Maybe somebody else will give it a go. It was a fun idea back in the day
switching engine is the quickest way to just make the project die. It's not a good suggestion, even if the game is a broken mess, if it's a passion project he needs the will to pretty much start from scratch again, if it's a commercial one is pretty much suicide
+0xBADCOFFEE Many of the bugs though are with the engine itself and workarounds the author's attempted are only working on SOME platforms. Not to mention, these bugs are partly due to the age of the engine. Besides, the way Torque 2D works is that most everything is done through scripts, so converting the scripts to work in a different engine wouldn't be too challenging, just time consuming. If the author had written his OWN engine then I would agree, switching engines would be a terrible idea then. :P
Agreed, the best thing to do is finish it off and learn from it. Use a different engine for the next project. Honestly I'm shocked to hear this suggestion from another game developer.
+Josh
Enes I think you might be surprised how often game engines get switched out in game projects, both AAA and indie, although it usually happens much earlier in development the moment issues with an engine start popping up. Chris primarily works with Unity now on his more recent projects so switching from Torque to Unity with WWHD would not be that hard for him to do, it would just take a fair chunk of time. :B
Besides evaluating or developing throw-away prototypes I would say it is extremely rare for a AAA studio to switch engines mid-development. They would usually have either a support contract with the engine developer to get any bugs fixed, or access to the source code to fix it themselves. If you have any specific examples, perhaps it would make a good topic for an episode.
+Josh
Enes Again, it usually happens very early on before any real progress has been made, before the public is even aware of the game's existence. If it happens later in development, as was the case with Duke Nukem Forever and the System Shock reboot, that in and of itself is not the issue which derails the project, it's that the developers go an entirely different direction at the same time, which means redoing EVERYTHING, not just porting stuff over, and yes, whenever this happens mid-project it pretty much always causes huge delays and financial strain. In Chris' case, he's spending more time trying to debug the underlying engine than actually work on the game itself. That's a VERY good reason to make an engine switch. :P
Has the developer worked on this game and improved it since you made this video? I'd really like to buy this game on Steam, but clearly at the time you made this video the game wasn't that good. If it has been improved I would buy it.
+Lachlant1984 Nope. The developer's mostly been moving forward with Unity and their own original content, which quite frankly, is the better decision since this game really needs a total rework to be viable. Thus at this time you're better off playing the original. :B
@@Pixelmusement I do have the original and I do enjoy it, though I'm pretty terrible at it, like I am most games.
Add the Dopefish Easter Egg!
this is the best skunny cart clone.
+Cole WWHD outranks Skunny Kart simply by being properly licensed and not stealing its content. :P
Looks like this game has been permanently removed from the Steam store and development has ceased. Unfortunate because there was potential there.
I've been told it's not possible for indie games to include time trial ghosts. Unbelievably enough, ghosts are patented. You can only use ghosts in a game if you're prepared to shell out a lot of money to licence them. This is why so few racing games actually have ghosts.
+Majora de Mayhem That would be unbelievable because such a patent should've expired by now, given how long time trial ghosts have been around for, plus a quick Google search turns up nothing about such a thing existing. :P
Okay, I know UA-cam will try to eat the link, but I believe this is it:
www.gamasutra.com/view/feature/129914/hard_drivin_hard_bargainin_.php
In case UA-cam blitzed that comment from orbit - look up Midway's Hard Drivin'
Gamasutra has an article on it.
And P.S. I've been absolutely loving Shovelware Diggers and Ancient DOS Games. Thanks, and good work!
+Majora de Mayhem Well, after doing some research, it seems the original patent has absolutely expired by now, so adding ghost cars to games shouldn't be an issue. HOWEVER, I have noticed that Warner Bros. Entertainment filed their own patent in 2009, based off an abandoned patent from 2000~2004, not granted until 2014, which regards "enhanced" ghosting features, the language of which frequently uses the word "plurality", suggesting multiple ghosts, as well as the saving of ghosts. So, having a single ghost tracking your best time which is lost when you quit can be done without patent nonsense getting in the way anymore, but anything more than that seems to be under patent... But, all of that said, remember that patents are EXPENSIVE, as are filing lawsuits related to them, so the chance a software patent owner will go after a small-time indie dev is really low since it wouldn't really accomplish anything other than burn many thousands of dollars. :P
I'm glad I held off from buying it. And yeah, as I can see now, this game needs an overhaul as it really does look like a complete mess. At least the original is still easily obtainable and Super Indie Karts still looks promising.
With this huge list of improvements, I’d probably just give up and recommend Mario Kart on the switch.
I like how this is a fake-3D engine! Too bad it seems like that makes it run badly
Sounds like they need to just throw everything in the bin, start from scratch and actually have a flipping plan. :\
The art style was so off putting. Yeesh. he needs to hire an artist ASAP.
cartoon character edutainment?
feivel?
My only recommendation: throw this to trash and start from scratch.
You can code Wacky Wheels clone in a 3 days in Unity3D. It's that simple. Track is just a flat texture. Simple quad would suffice or you can use Tiled to draw track from tiles and even easily put collision information, either using colliders, or have a second collision tilemap, where different colors represent walls, road, grass, water etc.
Arcade kart mechanics aren't complicated either. Simple sphere colliders are enough. You don't even need to use physic engine for that. Just calculate distance of two object and if it's lower than sum of there spheres radius you have a collision.
1000 lines of code in Unity3D is more than enough to replicate all the mechanics from original.
Personally I would go for a pixel-art style, which still look good in high-res. Minecraft's blocks look great on 4K displays, because you can clearly see pixel patterns at great distances.
Original Wacky Wheels have great art, which is way better than graphics in this remake. Old pixelated look is part of the charm of the original. There are many kart racers with polygonal characters and tracks. There's no need to go that road with Wacky Wheels.
Wasting your time on this one. X had money, threw it at Y, Z == EOL.
+fourdee4d This was originally going to be a review of the game and I was already deep into making the video when I realized what the end result might've been had I not switched gears and approached this differently. Was it a waste of time? Probably. But at least I turned this from a bashfest of a video into something constructive and informational. :B
@@Pixelmusement +1
Or try to make something original instead of a bland Mario Kart clone.
Joel Walker skunny cart clone*
;)