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Update Ver.0.10.0 New Demo Stage!!!

[h2]New feature[/h2]
  • New Demo Stage
  • Safe zone (it’s a striped one)
  • Enemies shooting lasers from the front
    • Added a play to catch up to them and defeat them with a body hit


  • Walls where you can see arrows for directions when you get close to them
  • Meteors that block the way (meteors can go anywhere!!!!)
  • Grinding action
  • Prop placement on the roof of an office building
  • Hatake (Farming fields)
  • HP display on bosses
  • Light shafts

[h2]Changes[/h2]
  • Added dialogue when an enemy is destroyed
  • Added dialogue when landing hard
  • Improved ease of running along invisible walls
  • Improved the shape of the first floor of the office building
  • Increased difficulty of avoiding snipers
  • Adjusted the rays of the UFO
  • Changed so that enemies can launch in succession
  • Adjusted title BGM
  • Changed wheelie tilting direction backwards (if you pressed the stick to the right, the kei truck was designed to tilt to the left to do a wall run, but this could be confusing, so it was changed)
  • Removed force feedback due to fast movement (as it tires the hand)
  • Added color to building window glass
  • Changed so that columns under elevated tracks can be destroyed
  • Adjusted collision of kei truck rally course
  • Replaced the lengthy demo stage that took 7 minutes with a shorter stage
  • Changed hitstop time to decrease when hitstop occurs continuously (because it was stressful when blowing up a lot of cars)
  • Changed guardrails and fences to be blow-off objects (they didn’t look so good when destroyed).
  • Changed to not play the tutorial if you used nitrous just before the nitrous tutorial comes up (should improve the tempo if you are good at it).
  • Changed smoke to be translucent (it was dirty with the mask material)
  • Improved so that the same conversation doesn’t play back in succession
  • Changed so that you don’t do a wheelie unless you input a wheelie (this way drifting is more fun)
  • Improved visibility of enemies
  • Added support for rotation in the process of destroying building walls
  • Changed so that the speed does not slow down when hitting a car (made it less stressful)
  • Increased the difficulty of avoiding missiles
  • Changed the demo version so that you can choose to continue from the beginning (it’s hard to start from the beginning after a crash)

[h2]Fixes[/h2]
  • Brown bear stage
    • You can attack many times around the place where the brown bear missiles appear.


  • The camera becomes too far away when the missile is destroyed while stopping when there is an enemy that fires the missile…?
  • Sometimes the particles in the music player don’t come out.
  • The game crashes when destroying a telephone pole in front of the goal in the demo stage
  • Vulcan cannon fire is not stopping (the processing load was terrible)
  • Aliens are not glowing (aliens should glow).
  • The opening movie doesn’t play.
  • Trees that were supposed to be knocked down are still standing when viewed from a distance.
  • When you hit the button repeatedly before the score is displayed in the result, it becomes impossible to progress.
  • Missile hits a destroyed blowup object.
  • Invisible wall of house site makes it hard to turn around
  • Collisions on utility poles are too large.
  • Sleeve signs change color when blown off.

[h2]Optimization[/h2]
  • Reduced polygon count for trees
  • Reduce number of meshes for guide signs
  • Instantiate poles
  • Instantiate abandoned vehicles
  • High processing load in the alien conversation scene in the UFO after the brown bear battle ( I was showing the whole stage of the brown bear battle)
  • Destructible objects: changed to hide the mesh after the animation was over (each destruction increased the polygons to be drawn, which increased the processing load).